Rise Of Industry 2 - Buildings / Assets

I worked as the sole 3D Artist on Rise of Industry 2, a city- and factory-building game developed by SomaSim. The game uses a top-down camera, so all assets were optimized for readability from above, balancing fidelity with clear visual identity. Rise Of Industry 2 is set during the 1980s, so buildings were designed with a post-modern look.

Responsibilities
• Modeled, textured, and implemented all buildings, props, vehicles and foliage, complete with varying levels of detail.
• Collaborated with the art director to translate concepts and sketch art into consistent in-game assets.
• Designed all buildings with several modular layers with prop randomization to help break repetition of buildings.
• Designed all maps using hand-painted height maps to account for play space and world design.
• Implemented props, trees, vehicles, and people into scripts designed for randomization and world generation.
• Animations applied to various buildings, props, and people to create a living world.
• Used Unity's PFX system for particle effects, smoke, and various other effects for buildings.
• Utilized Unity HDRP's lighting system to help create a dynamic day / night cycle with weather effects and seasons.
• Optimized with a single texture atlas, dynamically colored with a color palette image file, custom shaders for performance and animated textures.

Big thanks to SomaSim for the opportunity to work on such a cool project!
Art Director: Benn Marion https://www.artstation.com/benn
Studio: SomaSim

https://store.steampowered.com/app/2532490/Rise_of_Industry_2/

ROI2 launch trailer showcasing day / night cycle, seasons, and close-ups of buildings.

Aerial view of a television factory complex.

Aerial view of a television factory complex.

Foliage required a separate foliage atlas, also were colored to color palette image using UVSet data.

Foliage required a separate foliage atlas, also were colored to color palette image using UVSet data.

Emissive textures light up at night along with point lights.

Emissive textures light up at night along with point lights.

Airport w/ hangar, planes animated to take off and land at runway depending on in-game events

Airport w/ hangar, planes animated to take off and land at runway depending on in-game events

Left: Prop anchor system for randomization of building props.
Right: The game's 4K texture atlases and color palette image file. Textures on atlas and color palette assignments were determined using UVSet data for each model.

Left: Prop anchor system for randomization of building props.
Right: The game's 4K texture atlases and color palette image file. Textures on atlas and color palette assignments were determined using UVSet data for each model.

Left: Concept sketch from Benn Marion for a video game cartridge factory.
Right: Final design in-game.

Left: Concept sketch from Benn Marion for a video game cartridge factory.
Right: Final design in-game.

Buildings are constructed within "complexes" and share a color palette which the player can choose. Palette assignments were manually determined via UV channel mapping.

Player HQ (in-game)

Aeronautics industry buildings (in-game)

Pharmaceutical buildings (in-game)

Sawmill and other lumber-related buildigns (in-game)

Admin - Mining (in-game)

Quarry and mine shaft (in-game)

Carbon capture tower (in-game)

Water admin and treatment (in-game)