Blockout
With the level layout ready and measurements established, I began blocking out straight in Unreal Engine 5 (UE5). Here, I created a 80mx80m plane first to work out the bunker building size and its limits. Then, I started adding shapes using the UE built-in level prototyping tool, starting with big shapes for the structural pieces in each area and smaller shapes for any other objects in the level. I also used character mesh instances around the area to ensure my scales were correct and one player character mesh to test the level.
In addition to the primitive shapes, found in the level prototyping tool, I have used the modelling tool which allowed me to create other unique 3d shapes (i.e. water tank, desks, shelving units, etc.). This tool also includes sculpting options to create organic 3d shapes when needed. Finally, the spline tool helped me generate geometry along a path and was mostly used for wires.
When blocking out the level, there were several important aspects that I had to consider:
Massing - general sense of volume and weight conveyed by the shapes. Is the structure thin or thick enough? Are objects light or heavy?
Metrics - general proportions and scale of the objects and the level.
Wayfinding and readability - can players easily navigate through the level? Can players easily read the environment and figure out the importance of each area/room?
Security Entrance
The Security Entrance is a small area located near the bunker’s Main Entrance. This area features a metal access door, a security checkpoint with metal detectors and surveillance cameras. This point of entry is designed to be used by personnel and anyone who enters the bunker by foot, and its purpose is to create a sense of security and control.
Security Entrance (checkpoint)
Main Entrance
Main Entrance serves as the primary point of entry and exit for personnel and supplies, so it is mostly used for vehicles (various sizes) carrying goods or convoy missions. One key architectural feature is the reinforced blast door which ensures the security and safety for the bunker. It also emphasises the safety measures taken by the inhabitants (Pioneers) to protect the bunker from the external threats.
Another key feature in this area is the interactive screen located near the entrance where players can check for useful information regarding environmental data from the wasteland outside (such as radiation levels, temperature, or atmospheric conditions), creature activity in the vicinity of the bunker, resource scarcity in the surrounding areas, or quest updates.
Main Entrance (reinforced blast door)
Command Centre
The Command Centre is an area featuring a large round control room with advanced computer terminals and surveillance screens. Its purpose is to provide a strategic viewpoint for overseeing the bunker’s security and to monitor the external threats. Players can also receive mission briefing and guidance here.
Command Centre (exterior)
Command Centre (interior)
Hydroponics
Hydroponics is another important area in the bunker. It is used for growing food and medicinal plants, so the layout was carefully designed to optimise space utilisation and crop production, with modular hydroponics systems, shelving units (large and medium), and planting beds, all arranged in an efficient and accessible manner. To create a believable hydroponics environment, I considered integrating elements such as various lighting conditions and ventilation systems to enhance functionality and aesthetics of the room.
Hydroponics (exterior)
Hydroponics (interior 1)
Hydroponics (interior 2)
Medical Bay
The Medical Bay area comprises two rooms, each with its own purpose. Both rooms were designed to accommodate a range of medical services and procedures. One is mainly used for treatment while the other one for diagnosis and examinations. Some environmental details were also added, including medical equipment, diagnostic instruments, or patients monitoring systems.
Medical Bay (diagnosis room)
Medical Bay (treatment room)
Water Tanks Area
Next to Hydroponics there is an area dedicated to a water supply system for the bunker. This area features large cylindrical tanks, piping systems, control valves, and an access platform.
Water tanks area
Lighting
As this is an early stage of development, the lighting in the level is kept basic, serving mostly for visibility and testing. I used various types of lights available in Unreal Engine such as point lights, spot lights, and area lights.
Point lights were used mostly as fillers to provide a general illumination throughout the level, as well as to mimic the light emitted by fluorescent tubes. Area lights (also known as Rect Lights) were used for lighting fixtures on the walls or ceiling. Spotlights were used to highlight some point of interest in areas such as points of entry in rooms or the Command Centre.
Point Lights
Rect Lights
Spot Lights
Additionally, I created a basic emissive master material that I can use in specific areas or on various objects. Some examples include monitor screens or buttons. From this master material, I created multiple material instances with different colours and intensity.
Emissive Master Material
Emissive Material Instances
Emissive Example 1
Emissive Example 2
Emissive Example 3
Lighting Plans
For the final environment of the Sanctum Bunker, I am planning to create distinct moods and atmospheres throughout each area by using various lighting techniques and colour palletes (inspired by research in colour psychology - sources below). Each section will have slightly different ambiance achieved through a selection of lights and colour.
For example, in the Hydroponics area, I plan to use a combination of purple and white lights (as seen in the Hydroponics screenshot above). The main reason for choosing purple colour is that plants need both blue and red colours (which results in purple when combined) to photosynthesize, and similarly it creates a peaceful atmosphere in combination with white. In Command Centre the predominant colour will be a cool blue to convey a sense of efficiency, professionalism, and strength. This colour also helps with concentration and decision-making. Finally, in Medical Bay, white colour lights will be used which usually symbolises cleanliness and sterility.
Source 1 - Colour Psychology, last edited on 6 April 2024
Source 2 - The Importance of Colour Theory in Video Game Design: Setting the mood and atmosphere, published on 24 January 2024