Completely agree with Snacuum. To add to that, just because sci-fi hallways are done to death doesn't mean all the ideas of a sci-fi hallway have been exhausted. You could try making a sci-fi hallway we haven't seen yet.
I personally think they are overdone unless you happen to be applying for a job that will specifically will have you doing Sci Fi If the goal of your portfolio is to make an portfolio that sticks out from the rest then your Sci Fi corridor really has to pop out. Alternately if you want to go on in a different route, (if…
While true that sci-fi hallways have been done to death, it's only poor because their only that: sci-fi hallways. One of the things games are particulary good at is creating environments designed to be alive, existed within, rather than a passing glance. "Games can be thought of as narrative architecture" -Jenkins. So it's…
if you're going to do a sci-fi hallway and want to distinguish it from all the others, you'd do well to remember one simple thing : people in the future are still quite likely to want to push trolleys around.
I agree, whenever I see a sci-fi corridor, they all look the same: mesh floor, techy wall panels, maybe a window if we are lucky or a hint of stairs, pipes against the ceiling, and that's about it! You can do ALLOT with such an area but most just create boring corridors.
If you're looking to get hired, I'd steer away from the overabundance of handpainting and add a realistic, modern-day scene, the sci-fi thing, and then pick one of the handpainted ideas you have. Handpainted is good if you're making a WOW clone. But the two big ones for that have launched and died, respectively. With…
quoted ftw! Think about details you can add to tell a story - blaster marks. Repairs that have been done. Warning signs. Advertisements and notices (if it's a public area). Think of the people that may use the corridor and add detail which supports this "story" E.g. a tube corridor in london what's the story? People…