Fortnite - Chapter 2 season 7 - Mothership

I've had the pleasure to work on some great locations within the Mothership: The Prison Block hallways and the Lootroom. The Mothership experience as a whole was a colossal amount of work I am amazed at how everyone managed to pull it off. This experience was brought to life through the hard work and collaboration of talented people across many different teams.

Troy Perry was the main artist and Point of contact on this POI. For the hallways, he led the way and established the visual look of the entire set by doing the Prison block in which the players spawn at the beginning, as well as the entire Abduction room and more. Thanks for the amazing support along the entire season Troy :) Bill Kladis led the way on the tech side, creating all the procedural shaders and materials we used on this set to speed up the process and make it look amazing. He was also responsible for the amazing lighting and atmosphere. Fredrik Seehuusen brought the final touches by adding VFX to the scenes, adding life and movement to it all. Concept art and visual research was done by Gervasio Canda, who did a phenomenal job and also provided us with great additional paintovers along the way. I was responsible for creating the Hallway set which consisted of walls, doors, ceilings, floors, ceiling pipes and columns as shown in a breakup screenshot below.

For the Lootroom, Joannes Mohr did an amazing job on the numerous floor sets, columns, staircases and backdrop environment behind the main window bay. Martin Holmberg came to the rescue and made some great slanted wall pieces and trims to help us out with the work load. Many window pieces were also recycled from Troy's original Prison Block window mesh and tweaked to fit the Lootroom. Special thanks to Troy once again for the constant help and guidance throughout this whole POI as well. Rich Eastwood did an amazing job with the level design on the Lootroom set. Many props were done by our great team of Outsourcers managed by Andy Carroll. I worked on the wall sets, ceilings, ceiling pipes, balcony railings and balcony undersides as well as window pieces shown in a breakup screenshot below.

Thanks to Nate Bowden and Rick Kohler for the art leadership and guidance throughout this process. And finally, a special thanks to Brian Fasten, Philip Hatfield and the whole integration team for helping us make this POI work !

Part of the hallway in the Prison Blocks. Players will run through them trying to escape. Inner Prison cells by Troy Perry. Amazing Tech art, shader and lighting work by Bill Kladis. VFX by Fredrik Seehuusen. Concept art by Gervasio Canda.

Part of the hallway in the Prison Blocks. Players will run through them trying to escape. Inner Prison cells by Troy Perry. Amazing Tech art, shader and lighting work by Bill Kladis. VFX by Fredrik Seehuusen. Concept art by Gervasio Canda.

I was responsible for creating the Hallway set which consisted of walls, doors, ceilings, floors, ceiling pipes and columns as shown in a breakup screenshot below.

I was responsible for creating the Hallway set which consisted of walls, doors, ceilings, floors, ceiling pipes and columns as shown in a breakup screenshot below.

The Lootroom is the vault room where players spawn to collect their rewards after collecting Time Orbs. The rarity of the chests will depend on the amount of Loot Orbs they've collected. Design by Rich Eastwood. Concept Art by Gervasio Canda.

The Lootroom is the vault room where players spawn to collect their rewards after collecting Time Orbs. The rarity of the chests will depend on the amount of Loot Orbs they've collected. Design by Rich Eastwood. Concept Art by Gervasio Canda.

Joannes Mohr did an amazing job on the numerous floor sets, columns, staircases and backdrop environment behind the main window bay.

Joannes Mohr did an amazing job on the numerous floor sets, columns, staircases and backdrop environment behind the main window bay.

Martin Holmberg came to the rescue and made some great slanted wall pieces and trims to help us out with the work load. Props done by Outsourcing, managed by Andy Carroll.

Martin Holmberg came to the rescue and made some great slanted wall pieces and trims to help us out with the work load. Props done by Outsourcing, managed by Andy Carroll.

I worked on the wall sets, ceilings, doors, ceiling pipes, balcony railings and balcony undersides as well as window pieces shown in a breakup screenshot below.

I worked on the wall sets, ceilings, doors, ceiling pipes, balcony railings and balcony undersides as well as window pieces shown in a breakup screenshot below.

Lootroom top Balconies. Amazing Tech art, shader and lighting work by Bill Kladis. VFX by Fredrik Seehuusen.

Lootroom top Balconies. Amazing Tech art, shader and lighting work by Bill Kladis. VFX by Fredrik Seehuusen.

Set pieces I've made for the Lootroom pieces. The detailed trims are reused from Troy Perry's Prison Block window and tweaked to fit with those new pieces.

Set pieces I've made for the Lootroom pieces. The detailed trims are reused from Troy Perry's Prison Block window and tweaked to fit with those new pieces.

Set pieces I've made for the Lootroom pieces. The detailed trims are reused from Troy Perry's Prison Block window and tweaked to fit with those new pieces.

Set pieces I've made for the Lootroom pieces. The detailed trims are reused from Troy Perry's Prison Block window and tweaked to fit with those new pieces.

Set pieces I've made for the Hallway and Lootroom.

Set pieces I've made for the Hallway and Lootroom.

Set pieces I've made for the Hallway and Lootroom pieces.

Set pieces I've made for the Hallway and Lootroom pieces.