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FRACKED: Going Underground

Descending into the depths, from the copper mine to the cave system below. The same art direction principles apply with regard to how we lit and textured these areas, but the spaces themselves become deliberately labyrinthine and disorienting as the Player approaches "The Nest." Despite the confusing nature of the tunnels' low ceilings and narrow spaces, we still had to make sure the player's route is obvious and well telegraphed, so that it doesn't become frustrating to navigate, particularly when under fire. We also made good use of verticality in these spaces. That always feels great in VR, as you tiptoe over creaking wooden bridges, spanning deep ravines.

The confrontation in the Nest forms an arena for a pivotal set piece where we reveal the Finchteq operation of harvesting the crystal and a firefight around an enormous fracking drill. Monolithic crystals have been revealed by the fracking operation, inspired visually by expressionist forms, jutting out at impossible angles. The Player starts to link up what's going on in this space with the strange crystal infected enemies they have been encountering up to this point - not aliens at all, but unfortunate infected humans.

The narrow halls and large chambers provide a great experience in VR as it makes the most out of these unorthodox spaces. Angled surfaces and the verticality of the underground chasms create interesting and unfamiliar environments, perfect for 1:1 VR traversal. The visuals and imagery of this subterranean location, aided by the enormous crystals, increase the danger and "alien" feeling of this area.

The Descent - Early concept painting showing the transition from the mines into the caves themselves.

The Descent - Early concept painting showing the transition from the mines into the caves themselves.

The labyrinthine and vibrant cavern systems use strong complementary lighting schemes. Heavy use of lighting was used to telegraph waypoints, helping the player to navigate the caves.

The labyrinthine and vibrant cavern systems use strong complementary lighting schemes. Heavy use of lighting was used to telegraph waypoints, helping the player to navigate the caves.

Rocky hallways, low ceilings, dizzying verticality, contrasted with cramped and tight spaces. Many sketches were produced for this area, including these production sketches.

Rocky hallways, low ceilings, dizzying verticality, contrasted with cramped and tight spaces. Many sketches were produced for this area, including these production sketches.

Early concept art ideation for the crystal nest, as well as the incursion of crystal throughout the cave system.

Early concept art ideation for the crystal nest, as well as the incursion of crystal throughout the cave system.

Concepts for the Mine Nest, the origin of the crystal breakout throughout the complex. Early exploration of the crystal shards rupturing through the stone.

Concepts for the Mine Nest, the origin of the crystal breakout throughout the complex. Early exploration of the crystal shards rupturing through the stone.

The drill arena in all of its glory!

The drill arena in all of its glory!

Dark and foreboding... let's get out of here!

Dark and foreboding... let's get out of here!