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Shoot Haus: Zeppelin Interior

This close-quarters space acts as the interior for the enormous zeppelin that looms over Supply Depot 18, housing the pack-a-punch machine, vital to core progression.
This space was inspired by the interiors of battleships of the first world war, covered in non-descript valves, sockets and hoses. The entire zeppelin is powered by an ancient artifact at its heart, framed by tesla coils and heavy piping.

I was responsible for level design, environment art, lighting, fx and sound design. Built and lit with Call of Duty: Black Ops 3's Mod Tools using in-engine BSP modelling and mostly existing assets from various CoD titles.

Exterior Asset: artstation.com/artwork/14zzlK

Engine Room

Engine Room

One of the four entrances into the engine room. With each of these entrances, I wanted to frame the pack-a-punch machine, setting it central and lighting it as the brightest region in the frame.

One of the four entrances into the engine room. With each of these entrances, I wanted to frame the pack-a-punch machine, setting it central and lighting it as the brightest region in the frame.

view from the 2nd entrance to the engine room.

view from the 2nd entrance to the engine room.

View from 3rd entrance. I personally find this the most visually interesting of the entrances.

View from 3rd entrance. I personally find this the most visually interesting of the entrances.

Pack-a-punch machine and the huge Industrial style coil and pylons that frame it.

Pack-a-punch machine and the huge Industrial style coil and pylons that frame it.

These ramps can be slid down by players on the upper platforms, and are also where certain enemies spawn, making the bottom area extremely dangerous when they're active.

These ramps can be slid down by players on the upper platforms, and are also where certain enemies spawn, making the bottom area extremely dangerous when they're active.

The vault door, inside is the powerful flare pistol, used to signal air strikes or distract zombies.

The vault door, inside is the powerful flare pistol, used to signal air strikes or distract zombies.

The punch card reader, a substantial machine capable of confirming a piece of paper has the right holes in it.

The punch card reader, a substantial machine capable of confirming a piece of paper has the right holes in it.

Early lighting pass of the Engine Room

Early lighting pass of the Engine Room

Payload Bay

Payload Bay

One of the first areas given an art pass in the zeppelin, one of the two ways up to the second floor.

One of the first areas given an art pass in the zeppelin, one of the two ways up to the second floor.

Small room at the top of the stairs.

Small room at the top of the stairs.

The exit/entrance hole to the zeppelin. This acts as the only natural light source inside the zeppelin during regular play. The red lighting was added very late but ended up complimenting the less saturated surroundings quite well.

The exit/entrance hole to the zeppelin. This acts as the only natural light source inside the zeppelin during regular play. The red lighting was added very late but ended up complimenting the less saturated surroundings quite well.

Early blockout of the Payload Bay

Early blockout of the Payload Bay

Early blockout of the Payload Bay cage

Early blockout of the Payload Bay cage

Upper platform in the Payload Bay

Upper platform in the Payload Bay

Path toward the workshop area.

Path toward the workshop area.

Workshop area. Gives a tease for the final boss and a bit of worldbuilding. Beyond this point the general tone and palette dramatically change to cement the different gameplay pace.

Workshop area. Gives a tease for the final boss and a bit of worldbuilding. Beyond this point the general tone and palette dramatically change to cement the different gameplay pace.

Stairwell down from the workshop. This area more than most resembles the interior of a submarine with its narrow walkways.

Stairwell down from the workshop. This area more than most resembles the interior of a submarine with its narrow walkways.

Stairs into the 'underbelly,' only accessible toward the end of the main quest.

Stairs into the 'underbelly,' only accessible toward the end of the main quest.

Bottom of the stairwell, players must fend of a horde of zombies here while the cockpit door slowly opens.

Bottom of the stairwell, players must fend of a horde of zombies here while the cockpit door slowly opens.

The view opposite the cockpit door, covered in blood and bullet holes, the floor littered with empty casings.

The view opposite the cockpit door, covered in blood and bullet holes, the floor littered with empty casings.

The view when entering the cockpit, the crew long dead.

The view when entering the cockpit, the crew long dead.

This was the last part of the zeppelin to get an art pass. I ended up modelling the exterior of the zeppelin before returning to art this area after the shape of the cockpit  was finalized.

This was the last part of the zeppelin to get an art pass. I ended up modelling the exterior of the zeppelin before returning to art this area after the shape of the cockpit was finalized.

Reverse view of the cockpit

Reverse view of the cockpit

First blockout of the engine room, core gameplay was okay, but the space felt very linear, with only one catwalk on the second floor.

First blockout of the engine room, core gameplay was okay, but the space felt very linear, with only one catwalk on the second floor.

2nd iteration of the engine room, catwalks are now a distinctly unique gameplay space. A slightly modified version of this would become the final layout

2nd iteration of the engine room, catwalks are now a distinctly unique gameplay space. A slightly modified version of this would become the final layout

Initial blockout of the payload bay area,  layout was very simple but overall shape was interesting enough.

Initial blockout of the payload bay area, layout was very simple but overall shape was interesting enough.

Second iteration of payload bay area. Excluding the path to the workshop and some crates, this area would remain mostly the same until release.

Second iteration of payload bay area. Excluding the path to the workshop and some crates, this area would remain mostly the same until release.