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SCP:FM CH01 Maintenance Halls

Areas I directed for SCP: Fragmented Minds (Chapter 1)
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These areas mark the second half of chapter 1’s development. Overall, they probably went through far more iterations than any other area in the game. I would constantly iterate on the Player’s pathing, Puzzles, Sequencing, and overall flow throughout development based on playtest feedback and suggestions from other team members. It was a massive undertaking, but I’m extremely proud of what we managed to create together.
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For chapter 1, I would initially start by creating the block outs and working alongside our concept artists to iron out the general flow and design of these spaces. From here, I would direct our environment artists and prop modelers as they’d work towards bringing these spaces to life. In between things, I would also go back and forth and do the majority of the set dressing, optimizing, and lighting for these areas. Over time, I’d go back and clean up any collision issues or visual bugs, while our lighting artists would do final touch-ups and Vis dev work on areas.
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I've worked with so many artists on this project and can’t express enough just how amazing an experience it has been. This post is just highlighting a fraction of all the environments I directed/ worked on over the years on SCP: Fragmented Minds. I am in no way taking credit for every aspect of these environments or props. So while I directed almost every environment in the game and played a large role in their development and design, none of them could exist without the amazing work and dedication of our team.
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So many artists worked on these spaces over the years in one form or another, so I sadly can't name them all here. I'll note down the lead concept artist and the lead environment artist of the given area at the very least, but I highly recommend you check out our game on Steam and scroll through the credits just to appreciate all of the amazing people who played a role in the development of this project.

The Train Station Lobby was concepted by Ben Kiefaber, and the Architecture was modeled by Jesse Blom.

The Train Station Lobby was concepted by Ben Kiefaber, and the Architecture was modeled by Jesse Blom.

The Gate control room wasn't concepted out, so it was just based on my initial blockout/ sketches, and I just quickly put it together using assets from our library.

The Gate control room wasn't concepted out, so it was just based on my initial blockout/ sketches, and I just quickly put it together using assets from our library.

The Flooded Tunnels were concepted by Daniel Jakobi and modeled by David Carrillo.

The Flooded Tunnels were concepted by Daniel Jakobi and modeled by David Carrillo.

The Cave was concepted by Daniel Jakobi and modeled by Kurt Stadther.

The Cave was concepted by Daniel Jakobi and modeled by Kurt Stadther.

The Cave was concepted by Daniel Jakobi and modeled by Kurt Stadther.

The Cave was concepted by Daniel Jakobi and modeled by Kurt Stadther.

The Generator Room was concepted by Daniel Jakobi and modeled by Kurt Stadther.

The Generator Room was concepted by Daniel Jakobi and modeled by Kurt Stadther.

This and the next 2 environments also weren't concepted out, so they were just based on my initial blockout/ sketches, and I just quickly put them together using assets from our library.

This and the next 2 environments also weren't concepted out, so they were just based on my initial blockout/ sketches, and I just quickly put them together using assets from our library.

The Storage Room A area was designed by  Alexander Pepin and myself. It was then set dressed and modeled by David Carrillo.

The Storage Room A area was designed by Alexander Pepin and myself. It was then set dressed and modeled by David Carrillo.

The Storage Room B control room was loosely blocked out and lit up by me, but it was primarily designed by David Carrillo, who really decorated it and brought it to life.

The Storage Room B control room was loosely blocked out and lit up by me, but it was primarily designed by David Carrillo, who really decorated it and brought it to life.

The Storage Room B area was initualy concepted by Daniel Jakobi but later redesigned by Alexander Pepin and myself. Eventually being modeled by David Carrillo.

The Storage Room B area was initualy concepted by Daniel Jakobi but later redesigned by Alexander Pepin and myself. Eventually being modeled by David Carrillo.

The loading bay was designed by Alexander Pepin and myself. All Set dressing and Construction was also then done by me using our library.

The loading bay was designed by Alexander Pepin and myself. All Set dressing and Construction was also then done by me using our library.

The loading bay hall was designed by Alexander Pepin and myself as well. All Set dressing and Construction was also then done by me using our library.

The loading bay hall was designed by Alexander Pepin and myself as well. All Set dressing and Construction was also then done by me using our library.

The chase sequence tunnel was designed by Alexander Pepin and modeled by David Carrillo.

The chase sequence tunnel was designed by Alexander Pepin and modeled by David Carrillo.

A very small glimpse into the development of these areas (Concept-> Clean Blockout-> Finished Environment)

A very small glimpse into the development of these areas (Concept-> Clean Blockout-> Finished Environment)