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Cinematic Surgical Room Scene

Category: Art and Design in gaming 
Tools Used:
Blender, ZBrush, Substance Painter, Unreal Engine / Unity 

This cinematic room has been meticulously constructed to create a wonderful environment for cinematic-based applications while being highly realistic. There are various types of high-quality medical equipment and realistic character models throughout the scene, plus you will find many types of dramatic cinematic lighting effects, which will provide a visually stunning and storytelling effect. All asset types are built with a clean normal topology, and they have a PBR-based texture quality, making them suitable for horror, thriller, and story-driven video games using current game engine technologies.

  • The development of realistic and high-quality cinematic surgical room environments that utilize real-time technology in both Unity and Unreal Engine. 
  • The initial stages of these projects required extensive concept development and reference material research. 
  • All equipment was modeled in full detail, and some character assets were also modeled as well. 
  • All of the medical equipment utilized PBR workflows in Substance Painter to create textures. 

 

Process

Phase 1, concept development is followed by using reference materials to research the type of environment that we would like to recreate. The process of developing the assets for our 3D characters will be based on real-world medical equipment and the important geometric and topology structure that supports their use. Several 3D models of our character/asset geometry and topology will be made in Blender and ZBrush from the reference materials. These will be created with a specific focus on accuracy and an overall clean structure consisting of geometric and proportionate representation.  

Phase 2, we will create high-quality PBR textures for the assets by painting detailed surface material textures on all the assets with Substance Painter to enhance the level of realism for the assets. Once all the assets have been created with textures via Substance Painter, an inventory will be performed in either Unreal Engine or Unity, and then a scene will be constructed utilizing various lighting designs and effects to present the story through the use of cinematographic and dramatic visual styles.  

3rd and final phase, we will add collision detection and performance optimization and apply real-time rendering methods to make the scene function as quickly as possible. 

The team displayed extreme knowledge of constructing high-quality items that are designed very well and optimized for engines that run in real time. Their integration of the assets through Unreal Engine, as well as the performance optimization, exceeded our expectations.

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