"Last Stop"

This project has been in the works for several months. I wanted to continue to beef up my environment art skills, focus on scene composition and environmental storytelling, and I knew that I wanted the environment to be a little bit spooky and eerie. Eventually I came onto the idea of an isolated bus stop at night, and the story bloomed out from there: the idea of a detective who was ambushed during an investigation. I found a real-world intersection to base the scene composition off of, and got to work.

Throughout the process, I really found myself having fun with it! It's been a very rewarding journey, and I've definitely learned much about ways to fill out a scene to make it feel alive. In the past, I struggled with trying to do too much, to cram so much detail in that the scene ended up noisy and hard to follow. During this process, I was more aware of how the eye would be drawn through the scene, and I think that this consciousness led to a more effectively constructed environment in the end.

Asset, terrain, and architectural modeling/texturing was done by me, with modeling in Maya/Fusion 360 and texturing done using Substance Painter and Designer. Background vehicle models and textures were done by the very talented Daniel Zhabotinsky. Vegetation and decals were placed in Unreal 5 using Quixel and Fab assets.

All similarities to real people and events are completely coincidental.

A ground view of the discarded belongings of our unfortunate private eye. I really wanted the look of these props to be evocative of an 80's detective show or movie.

A ground view of the discarded belongings of our unfortunate private eye. I really wanted the look of these props to be evocative of an 80's detective show or movie.

A look at some of the more involved and focal props created for the scene. The walkie-talkie and briefcase were modeled in Maya, the revolver in Fusion 360. All were textured using Substance Painter.

A look at some of the more involved and focal props created for the scene. The walkie-talkie and briefcase were modeled in Maya, the revolver in Fusion 360. All were textured using Substance Painter.

A look through the stages of work within Unreal, from base mesh import and texturing to decals and lighting, and then finally post-processing and fog.

The full street environment surrounding the bus stop. I initially intended to focus more on the environment as a whole, but realized that the focus of the piece (the bus stop) was more important to the story I wanted to tell.

The full street environment surrounding the bus stop. I initially intended to focus more on the environment as a whole, but realized that the focus of the piece (the bus stop) was more important to the story I wanted to tell.

Another look at the full environment.

Another look at the full environment.

To figure out what environment to set the bus stop scene in, I hopped into Google Maps and started looking for street corners and intersections that I found interesting. I used this intersection in Philadelphia as building and asset design inspiration.

To figure out what environment to set the bus stop scene in, I hopped into Google Maps and started looking for street corners and intersections that I found interesting. I used this intersection in Philadelphia as building and asset design inspiration.