Website powered by

Colossal Cave: The Wellhouse

The first view a player sees in Colossal Cave is The Wellhouse, an old and disrepaired brick building hidden in a forest. This building is the very first impression a player will get, and I was in charge of all its visual updates, including new materials and adding detail to the mesh. I also modeled and arranged the interior environment and props. These new materials were some of the first developed for the new art style, and thus were used as a basis and inspiration for the rest of the game's prop materials.

Additionally, I modeled and textured a new flagstone side-wall for the exterior level. This asset had to be highly optimized, since it was instanced many times to create a very long and detailed stretch of wall.

Much thanks to:
Amber Johnson (our lead) for the initial level geometry: https://www.artstation.com/lief3d
James Carroll for VFX and custom shaders
Emily Compton for the foliage: https://thiefrabbit.com/
and Vaikunth Raghavan for exterior textures: https://www.artstation.com/vaikunthraghavan/profile

New wellhouse building and materials by me, original scene, new lighting and exterior layout created by Amber Johnson, exterior foliage by Emily Compton, and exterior textures by Vaikunth Raghavan.

New wellhouse building and materials by me, original scene, new lighting and exterior layout created by Amber Johnson, exterior foliage by Emily Compton, and exterior textures by Vaikunth Raghavan.

Trim Sheet used for the walls of the wellhouse, and some additional concrete detailing. Base stone bricks from Substance Source.

Trim Sheet used for the walls of the wellhouse, and some additional concrete detailing. Base stone bricks from Substance Source.

Trim Sheet used for all the wood structure and many interior props in the wellhouse. This texture set would go on to be used many other places throughout the game as rustic wood. Base wood grain from Substance Source.

Trim Sheet used for all the wood structure and many interior props in the wellhouse. This texture set would go on to be used many other places throughout the game as rustic wood. Base wood grain from Substance Source.

Interior prop modeling and layout by Me, water shader by James Carroll.

Interior prop modeling and layout by Me, water shader by James Carroll.

Trim Sheet used for the paint can and metal bucket.

Trim Sheet used for the paint can and metal bucket.

This wall piece had to be highly detailed but also very optimized, so extra time was taken to do a unique sculpt and manual retopology.

This wall piece had to be highly detailed but also very optimized, so extra time was taken to do a unique sculpt and manual retopology.