The cargo bay area presented huge artistic and technical challenges to me. Very much the 'belly of the beast' I had designed the layout of the ship so that the cargo bay would have multiple entry and exit points as well as visibility from both ground level and from the gangways and rooms that were positioned near ceiling height. My intention was for the ships interior to also present interesting opportunities for multiplayer combat game play.
As with my previous galleries (unless otherwise stated) I was responsible for the design of this room and it's surrounding areas, the full concept phase for the room (as well as all machinery, doors and animating objects), modelling, textures and materials, full 'healthy' and 'damage' state lighting passes, atmospheric fog placement as well as technical setup of portal and vis-areas (cubic bounding volumes that cull unseen areas).