Matt Murch: 3D Art logo on a soft orange gradient

Spirits: Back Halls

Matt Murch: 3D Art logo on a soft orange gradient
Placeholder Image

The opening area of Spirits. This room needs to guide the player forward. It also hold the main menu on an arcade machine.

Matt Murch: 3D Art logo on a soft orange gradient
Placeholder Image

The room connecting Flashback Arcade too TechnoShed. Employees gather, to watch TV and play the Arcade games on there down time.

Matt Murch: 3D Art logo on a soft orange gradient
Placeholder Image

Between TechnoShed and Lancelot Music is this store room. It holds overflow stock and is a place employees can surfeiting the net and listen to some new albums.

Matt Murch: 3D Art logo on a soft orange gradient
Placeholder Image

Connecting Burger Royal and Lancelot Music is the largest storage space in the mall. A bit more spaced out, employees can come here to grab a snack or play some cards.

Matt Murch: 3D Art logo on a soft orange gradient
Placeholder Image

Between TechnoShed and Lancelot Music is this store room. It holds overflow stock and is a place employees can surfeiting the net and listen to some new albums.

Matt Murch: 3D Art logo on a soft orange gradient
Placeholder Image

The room connecting Flashback Arcade too TechnoShed. Employees gather, to watch TV and play the Arcade games on there down time.

Matt Murch: 3D Art logo on a soft orange gradient
Placeholder Image

The opening area of Spirits. This room needs to guide the player froward. It also hold the main menu on an arcade machine.

Matt Murch: 3D Art logo on a soft orange gradient
Placeholder Image

The tutorial segment of the Spirits map. We needed a controlled environment that was still engaging with the player.

Matt Murch: 3D Art logo on a soft orange gradient
Placeholder Image

The tutorial segment of the Spirits map. We needed a controlled environment that was still engaging with the player.

Matt Murch: 3D Art logo on a soft orange gradient
Placeholder Image

The opening area of Spirits. This room needs to guide the player forward. It also hold the main menu on an arcade machine.

Roles: Environment Artist, Modeler, Texture Artist, Lighting, Technical Artist

The back halls of spirits are a distinct world to themselves. They serve as break rooms, not just for hypothetical employees, but for the player. Each back room is complete cover from attack, a safe zone where the player can rest, resupply, or just sneak out of one store into another.
The art, specifically the lighting needed to support this ‘safe zone’ gameplay. By using brighter and warmer lighting the feel of the environment is a lot more welcoming.
Within each hallway I have designed small scenes that portray the life of workers at the Mill lake Mall, from tables for a meal to arcade cabinets ready to play, each room has a life and story of its own.

My contributions: Modelled and UV’d all assets, created or modified all tiling and trim sheet textures, directed and executed lighting, built shaders, designed post processing, research and layout design.

Spirits is a telekinetic 3rd person shooter set in the 80s.

Comments

Leave a Reply

Your email address will not be published. Required fields are marked *