A unique single player experience where you take control of a goverment created test subject fighting for his life. Featuring unique quick-time moments, plenty of stealth style gameplay, experience and upgrade system, beautiful levels with amazing open style play. Experience the escAPE in many different ways with my soon to be patented CreativeController(tm) a unique system that evaluates the players ability and inventory and opens up and closes down areas of the world, for example a skilled player who has alwasy gone the hard way will be presented with even harder tasks to deter them onto an easier path, complete the harder part and get rewarded, take the easy path and miss out on thos goodies. This is being made as a solo project at the moment but future references will be needed: Texture artist, Static Mesh Modeller and Sound Effects will all be required at some point, I will post about that when ready, but for now just enjoy the media.

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Report RSS Highrise late sketchup (view original)
Highrise late sketchup
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ZeroOneInteractive Author
ZeroOneInteractive - - 25 comments

The little black dot at the bottom is the people model for scale example, and the lifts are so big as they are double floored so that 2 floors can get on and off at once, this proves invaluable to the player later on in the game.

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ZeroOneInteractive Author
ZeroOneInteractive - - 25 comments

ADDED NOTE:
Please note that the entire structure is built 2 floors at a time with each 2 floors having 4 sections, the North, South, East and West sectors as I call them, this basically means that I can replace different sectors with damaged ones and hide others when needed during the build process, also instead of compiling the whole tower into one level I may build it like a GTA style city where each section has a cut-off point that either hides itself completely from the graphics card or turns into a low res version of its former self, for example player steps into sector 2-west which is connected to sector 2-north and sector 2-south, to get to the other sectors the player has to either go through 2 sets of doors or a long corridor, during the time the player spends in this pre-cache area as i call it the next sector is being loaded into the background, once the player passes a certain point the previous sector is unloaded freeing up space in the memory pool. Yes, This building is that big!!!

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ZeroOneInteractive Author
ZeroOneInteractive - - 25 comments

And there are 48 floors in tower A and 70 floors in tower B, divide each by 2 then times that by 4, thats how many sections make up the entire complex. Theres a free wallpaper to whomever gives me the right answer... (these dont include roof or basement b.t.w)

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Description

Here it is the EScorp tower, took about 4 designs on paper before being put into sketchup to create this the final concept. In game most of the tower is reachable (ability to walk around) and has many destruction points. This will also be used as the background for the video stress test as there will be lots going on in this place. If youve played Spec ops: the line, then you know what sort of detail im going for...