The Player returns to the Mine area several times over the course of the game. Here we find the old copper mine, augmented with more modern technology for the recent mining operations. It's also home to the Breaker Plant, a multi floor complex full of interactive machinery and an incredibly fun combat space. Finally there's the Fracking Tower itself, an imposing, newly built landmark contrasting with the older structures and standing out against the wider natural landscape.
The art direction calls for clarity of purpose and legibility, important for a shooter and that is often based within a dense and detailed environment. The timber clad buildings very quickly became noisy and hard to read with all the rickety, criss-crossing forms. To minimise this, we simplified a lot of the forms, reduced the texturing to single colours with a brush painted vibe which lent the game it's graphic novel, stylised look. It took a long time, with the 2D artists working closely with 3D, to nail this approach, but the results were worth the effort. Strong, stylised, lighting techniques complete the overall feel of the game and execute our intended vision perfectly.