During inception on concept we focused on sketch-like blueprints that would be directly suitable for modeling. You can click on any thumbnail below to see the whole image.
Our main character is a mechanical-looking "guy". It's "inside" is empty, there will be circulating "electricity" effects. In the beginning, the character's surface is flat, single color
(nearly white) and shiny; it gets less shiny and more textured towards the demo end.
Inner walls of the room are flat, bright, not textured and a bit reflective, there are no details on them. In contrast, the outer walls (seen when the inner walls break) are pretty complex, with lots of shape and texture detail. Architectural style is somewhat close to Gothic - high arcs and pillars, circular rosettes and lots of ornaments.
This section presents some of the models in 3D editor and/or rendered realtime. Thumbnails link to full size images.
Low-polygon model for rendering (~7000 triangles). High-polygon model used only to compute normal maps, see technology section.
The inner room walls are just a box. Here are screenshots from actual realtime rendering of the character in the initial room (the lighting
isn't final; and there are no electricity effects rendered inside the character yet):
The complex and textured outer walls are behind these inner walls, and will be seen once the walls start fracturing and breaking.
For realtime rendering, low-polygon models are also authored. The above pillar's low-polygon version (left image, ~300 triangles) and how the same low-polygon
model is actually rendered in realtime (right image). Note that all ornaments are not present in the realtime model itself - normal map captures the small details (see
technology section for details):