Website powered by

Fortress Big Room

Reaching the end of the game, we had to create the feeling of descending down to the bowels of hell

Reaching the end of the game, we had to create the feeling of descending down to the bowels of hell

Working in 3D allowed us to explore all the possibilities of game play while resolving difficult design issues. The other advantage was that the geometry could be used as a starting point for the final assets in game.