Now that Belonging has been released, I'm happy to finally be able to show of the interior structures I designed and modeled for the game.
They were pretty much the first thing I started doing when I joined the team and also were one of the first things I finished, since they were needed for all the other in world content to be placed down. I was given a rough layout of all the areas to start, and there was also a protoype which contained the atrium and body wing (red). We also had a lot of discussions early on about the overall design. One of the most standout features, which I really wanted and tried to keep consistent for the whole game is the fact that rooms do not ever have any 90° corners and are instead more or less rounded depending on the size of the room. I also created custom skirting and molding pieces for this which could be quickly placed to give some basic lighting.
I've tried to show of all the different areas in their different stages throughout the design process. For some of the later areas there are a lot less concept renders because I was pretty confident in the design language and experimenting with different things at that point would probably have been wasted time. All the concept renders are done in Blender using cycles. I've also shown of each area of the game in its empty state which isn't something that would have been possible normally due to the lightmapping, so I've used Unreal's path-tracer to show of just the parts of the levels I created. This was also how I tested my design for the areas during development which was really helpful, because even though the GPU-Lightmapper in Unreal is quite fast the path-tracer is a lot more convenient.
A big thank you to the whole team at Farbspiel Interactive, especially Milo for their work on the 2D content and Leoni for creating and placing all the props you can see in the finished screenshots. I'm really glad everyone gets to finally see our work.