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.
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".
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.
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.