In this unfinished example having gone through 2 passes of Design, Art and game play scripting, the player ascends to this hill top and is presented with a scenic composition of the Derelict Ship in the distance. The vista is designed with a rock face wall cutting the distance of the play space in half to help performance. Allowing for culling of assets beyond, reducing draw calls and improved GPU speeds.

A Weyland Yutani Command Center I designed as the player approaches the Derelict Ship from an excavated tunnel. This example had gone through 2 passes of Design, Art, and game play scripting. Awaiting a 3rd pass it was cut due to Script changes. The player entering from the catwalk along the left side and encountering combat has the choice of advancing right or left taking advantage of cover opportunities.