Silvas Factory was a Mammoth task, it needed to look like a semi futuristic but grounded building, it was massive in scale and had to look like a working and functioning place. I added many details to the factory to make it look like it had some sort of real world rule set, Fire meeting points, Vehicle parking and charging bays, Storage areas etc. I also came up with an entire shape language based on concept art for the floor markings/paint to make sure there was some kind of consistency throughout the factory that made sense to show where robots could walk, where it was safe to walk for the works, or to provide caution areas, I also added RFID strips (what the robots use to navigate) as well as magnetic parking bays for automated loader machines. the player may never know or care but it's the little details that help bring coherency and logic to an environment that help sell it to the player as a functioning space.
I worked Closley with Chris Remers on the location to flesh out the kit pieces to try and make the factory as optimal as possible with as much variety in the kit as we could, coming up with various size guides to stick to to make all piece snap together on grid.
the factory also included several rooms each with their own environmental storytelling and art direction.
Rigbys office
okadas Lab
Rocket Construction hangar
Automated car production hall
Trophy room
Elevator to the C-suite corridor where morrisons office is located
the elevator and elevator shaft were requested to be constructed in such a way that the player could see the elevator moving upwards when entered to help show there were no teleporting tricks, so I had to devise an elevator with windows and some sort of appealing construction to look at as it moved upwards, adding various bits of girder work lighting and floor numbers did the trick.