UDK – Arbor Vitae (shot 1)

This scene was a 8 week collab with the extraordinary talented artist and friend PhilipK.

The idea is here is that Humans have colonized this planetoid called Askalaphos, and are in the process of creating an atmosphere similar to planet earth by using an atmosphere processing station. The air outside is not 100% breathable yet, but it already allows for the growth of vegetation, specially in the vicinity of the station, and the stations around it, hence the use of H2O as the main element of the scene, the whole point of this facility is to create a breathable and living atmosphere which couldn’t not be possible without… Water! No water, no life anywhere!

The scene is set inside one of the outer rooms of the station, more specifically inside one of the big control rooms, featuring a gigantic window with a beautiful view to the outside world, which from that angle you’ll be able to see the other end of the complex, the other towers, natural terrain and the sky. We wanted to make use of bold colors and staying away from the same old desaturated look you typically see in sci-fi, we were also set on staying away from gritty/scary as much as possible and instead try and make the space seem like it’s livable and looking almost inviting. This whole facility is built around the idea of creating life!

Here’s the concept I made to start this scene with, it’s what we used to get us jump started on the visual language we would be going for, taking very strong inspiration from Doom 3 and Halo 4.



Please, if you want to know more about the development of this scene, check out our WIP thread on Mapcore, or Polycount and stay tuned for the breakdown in the following weeks.


Here’s the other angles of the finalized scene:


















  1. Richard L Banks

    This is a extravagantly beautiful composition.
    The fluidity and transparency of the realism is stunning, but it’s a new introduction to me.
    I feel like I have just stepped into that room…

  2. Really nice work. Great attention to detail. I’ve not seen condensation used on sci fi surfaces like that before in a game engine context. Great idea; really takes it to another level. Is it just in the specular?

    Thanks for sharing.

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