HEIRLOOM - A Story-Driven Videogame

"Pressure Control - Please use both hands!"

Heavily inspired by WW2 submarines, the airlock represent a blast from the past. As Accomm 5 was constructed around a former mining outpost, a few (mostly functional) elements remained and formed a harsh contrast against the cozier parts of the station.

Heavily inspired by WW2 submarines, the airlock represent a blast from the past. As Accomm 5 was constructed around a former mining outpost, a few (mostly functional) elements remained and formed a harsh contrast against the cozier parts of the station.

Heavily inspired by WW2 submarines, the airlock represent a blast from the past. As Accomm 5 was constructed around a former mining outpost, a few (mostly functional) elements remained and formed a harsh contrast against the cozier parts of the station.

For me, corridors are the sci-fi element you have to nail to give your whole creation a unique identity.

For me, corridors are the sci-fi element you have to nail to give your whole creation a unique identity.

As a result, over the last year my corridor approach went  through many iterations. Eventually I decided for a definitive 60s retro fashion with low,

As a result, over the last year my corridor approach went through many iterations. Eventually I decided for a definitive 60s retro fashion with low,

Earlier iterations of the corridor. Experiemented heavily with different kind of asset sets and "building options".

Earlier iterations of the corridor. Experiemented heavily with different kind of asset sets and "building options".

Primarily functioning as an in-game tutorial and primer to the soon-to-be home of the player. Multiple objects are interactable and the player can not leave the room before figuring out the interaction system.

Primarily functioning as an in-game tutorial and primer to the soon-to-be home of the player. Multiple objects are interactable and the player can not leave the room before figuring out the interaction system.