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To avoid obvious texture repetition we use world-space mapping across all of environment textures and a combination of SD and PS to generate our textures. We’re not doing anything particularly bespoke with our materials and techniques. We do however have other elements in the environment that animate (particles, foliage, clouds, moving walls etc.) that help give life to the environments. Unfortunately it was beyond the scope of what the team could achieve for this project. The cubes in each mesh have all possible verts welded and faces deleted to make them as efficient as possible. For eachsize we have several variations of the mesh with the cubes extruded at slightly different heights which is what creates the scattering effect. We have a modular kit of cubes in varying sizes (1×1, 2×2, 3×3 etc…) that we place in-engine. The environments are constructed in quite a straightforward way.
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We put a far greater emphasis on lighting and materials which dramatically increased the visual impact of the environments. Game development is always easier when you play to your engine’s strengths and Unreal’s material, lighting and post-process tools were clearly beyond what was possible in Unreal 3. One of the largest influences on how we elevated the visual was undeniably Unreal 4. Not wanting to alienate our fans for the sake of a new style, we focused on taking the original environments and pushing them as far as we could. We experimented with different environment styles and spaces but quickly found that we were losing a lot of the personality present in the first game. We decided early on in the game’s development to maintain the minimalist aesthetic and cube structure of the original game. We are currently both working for Trapped Nerve Games on the first-person puzzle adventure game, Q.U.B.E 2. We are Harry Corr (Art Director & Level Designer), a Berlin based artist, that’s held numerous video game jobs over the past seven years and Connor Stanley (Environment Artist), a UK based artist and graduate of the Futureworks school of media.