Research and References

For prototyping the bunker level, extensive research and reference gathering was necessary to ensure authenticity and immersion. The primary sources included other post-apocalyptic environments, concept art from similar games and movies within the same theme. These sources served as inspiration for the aesthetics, environmental storytelling and provided insights into the architectural design, layouts, and functionality of the bunker.

SANCTUM Bunker Level - References

ArtStation is a fantastic platform to start with collecting references. I searched the website for related artwork, concept pieces for the key areas of the environment, as well as anything that could inspire the aesthetics and overall design. I have also explored other platforms like Pinterest and Google Images to find a diverse range of images. Once I found those that resonated the most with my vision, I used PureRef to create a general visual mood board for the Bunker level, as well as separate mood boards for Command Centre, Hydroponics, and Medical Bay.

Bunker Environment Mood Board

Hydroponics Mood Board

Command Centre Mood Board

Medical Bay Mood Board

SANCTUM Bunker Level - Research

While I pictured the whole bunker environment in my head, I knew it had to be more than just a safe place for  characters (survivors) and players. It had to be a character in itself, rich with a history and stories. That is why I decided to include a variety of key areas within the bunker, each serving a purpose and eventually contributing to the narrative and gameplay experience.

In a world devastated by a mutating virus, the bunker had to be more than a fortified shelter - a self-sufficient place capable of sustaining the inhabitants for a long period of time. Every aspect of the bunker's design was considered in order to create a functional place.

Hydroponics

For this area, I started with some research on hydroponics gardening, studying concepts such as vertical farming techniques, grow lights, anything that could help me design the hydroponics room. 

Hydroponics is the science of growing plants without using soil, by feeding them on mineral nutrient salts dissolved in water. Any plant can be grown hydroponically but the method is most widely used to produce greenhouse crops. All plant roots need oxygen and the root zone in hydroponic cultivation must not only be moist and nutrient-rich but must also be very well aerated. Roots of most plants will die in stagnant water. Growing time: spring to autumn, winter if artificial light is available (ideally red and blue lights at the same time, as plants need both to photosynthesize).

Also, I looked at how other developers approached designing a hydroponics area in their games. Some examples of such games featuring hydroponics in levels design include:

System Shock 2

Dead Space

Fallout 4

The Callisto Protocol

Medical Bay

When faced with mutated threats and other dangers, having a medical facility in a bunker is crucial for treating injuries and ensuring health care for inhabitants. This area adds a layer of realism to the bunker's overall design and also may introduce gameplay mechanics centred around healing and crafting medical supplies. 

Ideally, a medical facility would feature several rooms (zones) such as reception, diagnosis room, treatment ward, a surgery room, and an isolation area. However, due to limited space in a bunker and limited resources in a post-apocalyptic world, some of these rooms can be combined, serving multiple purposes. 

If we look at some medical environments from titles that inspired 'MUTAGEN' game and 'SANCTUM Bunker' level respectively, we can see that most of them depict improvised medical rooms in abandoned hospitals or any other building, with medical equipment and furniture cramped in small spaces, and usually sparsely lit.

Fallout 4

The Last of Us

Metro 2033

Various medical environment in similar games:

Command Centre

The Command Centre (Control Room) serves as a central hub, with important functions that are essential for the survival and operation of the bunker. Here, key personnel (key characters) gather to monitor external threats, coordinate missions and resource allocation. It can also ensure communication with external allies and outposts.

While I was looking for inspirations on platforms such as ArtStation and Pinterest, there were some Control Room environments that immediately  caught my attention. As seen in the pictures below, these environments have a similar circular layout which allows for a centralised command console, surrounded by monitoring stations. 

Darkdust Studio

Tom Clancy's The Division 2

Fabian Everaert ArtStation