[KAREN] Once the specific locations or levels have been identified (Crew Quarters, Cargo Bay, etc.), the Architects choose a couple of hero rooms in their level to research. These researches are grayscale 3D concepts of the space – starting with just a composed camera view. These are reviewed often, and the strongest/most visually compelling parts of each research is flushed out further. Once these key rooms are solid, the rest of the level layout begins (secondary rooms blocked in, hallways/alternate pathing implemented, etc.). Each Architect creates their layouts while taking into account story needs, side quests and Level Design requests. Color is also added.

The modeling fidelity throughout this process is pushed high enough to convey style and function. For example, a chair proxy is not some boxes smashed together – it has shape and details to convey exactly what type of chair it is. Architectural elements are the same. Polygons are used very liberally at this point to show intention. The final art will be remade from scratch and have all of the details baked down properly.

As the level progresses and the identity is solidifying – architecture sets and props begin to be requested from the Environment team.

[ERIC] That’s where we come in. Sometimes we have detailed proxies to start with as Karen mentioned, and other times they come in as requests for us to make. These requests can come with photo reference or just a description of what they need for their level. Sometimes we make suggestions ourselves. It’s all very collaborative.

Once the asset list starts getting generated, I make sure to coordinate with all the Env artists to analyze the best way to create modular sets that work across multiple levels, as well as to identify the necessary unique assets and hero props.

Here are some examples of Architect researches that gets handed to Env Art (after many revisions and feedback notes) followed by the final shots after the Env Art and lighting pass has been completed. You’ll find that some visual choices were altered for the final game, sometimes including materials, colors, and composition. These changes can come from Env Artists or Architects, and are always an open conversation.