Making of Lost at Sea Below are all of the development images that I took during the 2-month creation of Lost at Sea. The Good Stuff Some preliminary door designs, none of which were used. Planning for height changes between levels Beginning to flesh out the layout – you can see the framework… at work I was extremely happy with the “curviness” of this area Initial texturing and lighting – playable alpha I basically chopped the level up into horizontal slabs “You need a theme.” After this point I begin theme-searching I actually really liked this version, but it simply wasn’t unique enough “Colors are too cool.” I begin searching for a better color scheme Some additional detailing Switching over to the proto2 texture set helped to warm up the scene I liked the look at this point, it’d be worthwhile to develop it in another map The central atrium was difficult to design due to it’s large height Playing around with light fixtures such as those found in “Inner Sanctum” The beginnings of the underwater theme Many parts of the map were modeled in 3DS Max The hardest part was definitely designing the outside areas This type of curved window is fairly typical in “underwater” style concept art It was difficult to integrate models and brushwork in some areas I redesigned this area several times before arriving back at this original design Feedback from some people at MapCore led me to use a better color palette These fans had to go due to PVS concerns