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SCP:FM CH01 The Surface

Areas I directed for SCP: Fragmented Minds (Chapter 1)
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These were one of the first few environments we worked on for SCP Fragmented Minds after our Kickstarter. These spaces went through so many iterations during development since it was the introduction to the game, and we really wanted to get it right.
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For chapter 1, I would initially start by creating the blockouts 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 Observation Shutters were modeled by Jesse Blom and animated by Kurt Stadther.

The Observation Shutters were modeled by Jesse Blom and animated by Kurt Stadther.

The Observation room was concepted by Ben Kiefaber, and the environment was modeled by Jesse Blom

The Observation room was concepted by Ben Kiefaber, and the environment was modeled by Jesse Blom

The security lounge was concepted by Ben Kiefaber, and the environment was modeled by Jesse Blom

The security lounge was concepted by Ben Kiefaber, and the environment was modeled by Jesse Blom

The Transition Hall was concepted by Ben Kiefaber, and the environment was modeled by Kurt Stadther.

The Transition Hall was concepted by Ben Kiefaber, and the environment was modeled by Kurt Stadther.

The sky bridge and buildings were concepted by Ben Kiefaber, while the sky bridge was modeled by Kurt Stadther, and the buildings were made by Eli Zhu.

The sky bridge and buildings were concepted by Ben Kiefaber, while the sky bridge was modeled by Kurt Stadther, and the buildings were made by Eli Zhu.

The Crane and Control Platform was designed by Samuel Brito, while the crane was modeled by Dzianis Valchock and the control platform was modeled by Spencer Buffum.

The Crane and Control Platform was designed by Samuel Brito, while the crane was modeled by Dzianis Valchock and the control platform was modeled by Spencer Buffum.

The Collapsed Hallway wasn't concepted out past the blockout and rough sketches I usually make for everything else, and was modeled by Jesse Blom.

The Collapsed Hallway wasn't concepted out past the blockout and rough sketches I usually make for everything else, and was modeled by Jesse Blom.

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)