We typically have rooms/pods with 6-8 artists, but we recently knocked down a few walls and combined several of these rooms into a larger 30-ish person room, and I'm really digging that. Its just one area, so the whole studio isn't "open floor plan" but its really rad to be sitting in a big room with the people I need to…
In terms of environments I would say that you could push those concepts a lot further. All those rooms are just simple rectangular shapes with nothing breaking up the room space with the exception of a couple small props on the ground. Here is an example of a crypt scene I found on google. Notice how the space of the room…
Here is some progress albeit it might look backwards since I removed most of the outsourced assets and textures. - decided on comp, sculpted terrain and added spline path to it - finalized and rendered main trim textures - I spent too much time to add procedural noise in the engine to vertex paint, but it didn't work as…