The Bracca Train Sequence is one of my career's proudest moments. Designer Adam Jones -( https://www.linkedin.com/in/adam-jones-62596a22/ ) and I were given about 4 months to make this whole sequence and bring it all together. Ultimately, we had to make a tough decision and cut about 50% of the level because it was just the two of us, working on it. However, with the help of Evan, Dave, and Carlos, we managed to salvage some parts. The level was intended as a prelude to many instances you would encounter throughout the game; serving as a sort of foreshadowing. Something you would mostly notice on a second play-through. In a labor of love, Adam and I worked our butts off to get this level shipped and not cut. We convinced Lucas Arts and the Directors to put their trust in us and let us finish it.
In the end, the amount of the things that we cut, like full towns and shanty cliffside villages filled Bracca with a much-needed sense of its inhabitants.
I was responsible for Art creation, Modular Train Set Blueprints, and functions for Adam.
The whole scene is faked, and the train never moves, this decision was made due to how expensive movable agents were in unreal 4.
We created a blueprint that gave the train slight transform noise and undulation. Another set that scrolled and recycled assets in a queue.
Another was the backgrounds and together we set speeds to give enough parallax that convince players that they were in a speeding train.
Alongside the graphics programmer, I set up the master shader for this scene, which became the blueprint master material for all of Bracca. We added the rain and puddles giving the train level a soaked look.
Special Thanks to,
Environment Artists: Evan Cwiertny, Dave M, Carlos Rizzo