SCORCH Environments

Shot of a desk with blood by the chair.

Shot of a desk with blood by the chair.

Tutorial info in the starting area where there are stoops visible in car headlights

Tutorial info in the starting area where there are stoops visible in car headlights

Outdoor scene, Office door by the docks

Outdoor scene, Office door by the docks

The front entrance of the bar with the neon sign

The front entrance of the bar with the neon sign

Looking at the bar interior with the flashlight

Looking at the bar interior with the flashlight

Booths in the bar interior

Booths in the bar interior

Video Fly Over of the Bar

Video fly over of the docks

Wider shot of the dockyard

Wider shot of the dockyard

Using the flashlight to view the car I made

Using the flashlight to view the car I made

An example of the modeling we did specifically to react with the lighting.

An example of the modeling we did specifically to react with the lighting.

Using the flashlight to look at office chairs

Using the flashlight to look at office chairs

Soft lighting on office shelves I made

Soft lighting on office shelves I made

Wide shot of the dockyard area including the crane I made

Wide shot of the dockyard area including the crane I made

Using the flashlight to see the graffiti tags of the dev's signatures including mine

Using the flashlight to see the graffiti tags of the dev's signatures including mine

The docks and the light on the water and plants

The docks and the light on the water and plants

Tracks and bumpers I made

Tracks and bumpers I made

These are a few environment specific scenes from our game SCORCH!
https://store.steampowered.com/app/1606580/SCORCH/
This was our senior capstone project from 2021.
(I decided to give it a full portfolio spot instead of just the steam page)
Created in the Unity game engine.

I created a majority of the environment assets for this game and that are visible in these particular scenes.
The challenge with this game was that the shader we were using for the stealth element directly correlated with the lights. The theme also called for things to be as monochromatic as possible. To keep with the theme, the constraints of the shader and our timeline we had to keep polygon count low and use creative 3D modeling to use the lights to show form and texture because we couldn't use regular texturing. Keeping things extremely low poly but making good use of every face was the goal.

I am putting the full team roster below but I want to specifically point out a few others who's work is also in these specific screenshots!
Additional props and characters seen in these screenshots were also created by Alex Labella:
https://www.artstation.com/alexlabella
Animations were done by Brandon Sweet:
https://www.artstation.com/brandoncsweet
And UI/UX were done mostly by myself and Amelia Payne.
The design team placed everything in the scenes But Edison Estes specifically also created much of the 2D artworks seen here as well!

The wonderful team:
Logan Katz Lead Producer
Austin Turk Associate Producer
Michael Foti QA Lead
Edison Estes Lead Designer
Matthew Randolph Level Designer
Matthew Huddleston Narrative Designer
Jodi Moore Lead Artist, Environment Artist
Alex Labella Character and Prop Artist
Brandon Sweet Techinical Animator
Lance Freeman Lead Programmer, Systems Programmer
Amelia Payne UI/UX Programmer
Ben Cooper AI Programmer
David Bakaleinik Gameplay Programmer
Dyson Little AI Programmer
Collin Lewis (Berklee College of Music) Composer/Sound Designer
Alexandra White Voice Actor
Dave Crandall Voice Actor

Rest in peace our dear friend Dave Crandall, Your support was a true blessing that kept wind in our sails when we needed it and we could not have had a better Morgan Hand. You are greatly missed.