Updated Medical Bay

Ive had this update on my ‘to do’ list since the weekend! The medical bay in the previous post brought some awesome crit from you guys, so Ive addressed those changes in the next revision.


To go through the crits:

From Mike:

– If the floor was designed to channel blood, the indented circular center piece would pool blood like crazy (speaking from experience here of course) I’d suggest a central drainage hole, maybe a very gentle slope towards the center with the drain hole in the middle (like a vet’s operating gurney). Plus then you could hide a key or something in the muck in the drain hole, but when Maracheck tries to put his hand down there, it gets CHOPPED OFF cause it’s like a garbage disposal and it’s got rotating blades that mash up any foreign objects. Dont ask me how the key survived the blades.


I added two drainage holes, with grates over them. I figure this is a little more ‘realistic’ than the channels to drain blood. I like the idea of the captain getting his hands lopped off, but this rooms puzzles are more focused on listening to the holographic recordings for information to get into a medical supply closet…

But I love the idea of a garbage compactor, with something ‘just’ out of reach. Im adding that to the ‘cool shit’ book. 😀


– I’d add a lot more pipes and things coming from the torso, there’s a lot of biological fluids and things that need to be fed in and out of there…

– Is there a reason in the plot why the skeletons are all bleached dry white? Assuming this ship was occupied say, 5 years ago? there should still be some gristle on them bones. I’d imagine the air on the ship to be quite dry which should almost mummify the bodies, rather than strip them to bones.

Done and Done. 😉



About the surgery/butchery it looks pretty cool, but I think it’s import for it to have a meaning in the game and not just be there for a shock factor.
For example, a psyco doctor/scientist that drugged someone and tried to perform some crazy experiment, like connecting robotic legs. Or performing some head transplant (for fun google gorilla head transplant).
It would be interesting to uncover the mystery, even if it’s a side story.

Story wise, the game is more along the line of ‘organised scientific chaos’. Crazy people dont scare me…poised, composed, psycho people do! Ive tried to  move the feel of the surgical hall away from the slaughter house vibe, and more to a proper ‘surgery’. However, I really don’t want to loose the hard military edge of the environments-especially this early in the game.

If possible (since this would require someone to do this after the videos have been recorded), I think it would be pretty cool to leave the operation table completely covered with those surgery blankets and let the player have a surprise when he clicks on it. Maybe the skull falls off to the floor


I did a few tests with multiple blankets and such over the bed, but the real issue with that came that it was very difficult to make out what was going on with the blankets and stuff. There is also a puzzle specific element, where there are trays of surgical tools that slide out of the side of the operating table, that you need access to. Having the blanksts there seriously got in the way!

There are going to be some holograms of the surgery ‘in progress’, so I will defiantely make those scenes feel more…surgical. 😉


And from David Edwards

A few minor thoughts, try to get a little more variation in the texturing, i imagine running through a whole game of this palette would become a little distracting. I understand you’re under-painting the render, which is probably the best approach given the amount of renders you’re working with. Also try to break up some of the hard edge “CG” lines.

I’d like to see more subtle illumination in this scene, maybe a bluish strip light around the outer arc of the floor circle could be interesting. Like on commercial flights, i imagine even when powers off, there will be some kind of fail safe illumination.


There are quite a few other areas in the game that have vastly different palletes. Engine rooms with huge glowing orange generators, oxygen gardens, ‘clean rooms’, etc. This initial pallette is definately not going to be the norm throughout the game. 😀

I added in some lights behind the fans, and some cool uplighters on the floor. I think they really add to the scene!


Here are some of the interim renders I did to get to this final scene…

And here is something just for fun. 😉 This level has some nice little animated ‘things’. I added in a quick overlay of sounds, just to get a good idea of the mood of the scene. This weekend I will be implimenting all the background stuff that will make the static flicker are different rates per screen, aswell as offset the fans.

The screens will also change depending on the hologram playing. Now I’ve just gotta model a cool looking surgeon…Im thinking of going for a female doctor…what you guys think?

Chat later. 😀



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