This project was built as a deliberate learning challenge, pushing my skills in three specific areas: PBR texturing, real-time lighting with Lumen, and modular asset construction. The result is an abandoned industrial corridor where nature has slowly started winning the fight against concrete and steel.
Visually inspired by the industrial decay of Half-Life, the overgrown brutalism of S.T.A.L.K.E.R., and the environmental storytelling of The Last of Us.
Throughout the project I applied pipeline techniques from Fast Track Tutorials course - adapting it's workflow to serve my own creative vision.
I'll very appreciate any feedback and critiques!



Replies
The light on the wall above the electrical box, usually those have a visible conduit connecting to the electrical box. Might be nice to add.
For the pipe hero asset pics, I would prefer less empty space around the models… get those up close to the camera.
UVs look like they are curved a bit? It’s usually better to straighten UVs which reduces aliasing when creating LODs, and helps with fine lines and text.
Overall the environment seems like it lacks narrative and focal areas. I’m not sure where to look, what the meaning is for the space. Did anything happen here? Usually a game space will communicate game narrative to the player, thru “points of interest” which offer narrative clues.
Keep going, this is great.
This is a more extreme example but I think it it shows environmental storytelling over a long period of time, like this is a place many people have visited.
I also like how in the above image there is foliage on both sides of the path, to me this reinforced that this place has been abandoned for a while, while drawing the players eye down the hallway where you want them to go.