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 (Looking Glass Studios, 1999) - the hydroponics level, known as Hydroponics Deck 4, is a biome-like environment where plants are cultivated for food and oxygen production; the level features lush greenery and small ponds, and creates a sense of calmness in the chaos of the spacecraft.
Dead Space (EA Redwood Shores, 2008) - the hydroponics level encountered in the USG Ishimura, is depicted as an overgrown jungle of mutated plants; the environment feels haunting and claustrophobic, with dim lighting and eerie ambient sounds.
Fallout 4 (Bethesda Game Studios, 2015) - the game features hydroponics facilities scattered throughout the wasteland, predominantly in the Institute (the secret underground organisation); these facilities are depicted as advanced agricultural centres where plants are grown in nutrient-rich solutions without soil; these labs feature many artificial lights.
The Callisto Protocol (Striking Distance Studios, 2022) - the hydroponics level features lush greenery in contrast with the harsh, industrial environment of the prison colony; it creates a sense of eerie and isolation.
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:
In the wasteland of Fallout 4, medical facilities are rare. Hospitals and clinics are few and far between, with many abandoned or repurposed by raiders or scavengers. The ones that are left are often poorly equipped, where doctors use whatever resources they can scavenge to treat injuries or illnesses from radiation poisoning.
In The Last of Us, medical facilities are rare too due to the scarcity of resources and harsh conditions of the post-apocalyptic world. Hospitals in this game are usually dilapidated and filled with fungal spores or infected creatures. Despite this, survivors scavenge what they can and use improvised medical facilities for treatment.
In Metro 2033, medical facilities are usually improvised in metro stations, where survivors seek refuge from the toxic world above. Medical stations are usually equipped with basic equipment and supplies, and due to the scarcity of resources, medical care is rationed and prioritised for those who are in need the most.
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