Unfortunately Convenient
Unfortunately Convenient is an environment made in ten-weeks. Set right at the start of the zombie apocalypse, this convenience store had the unfortunate luck of being hit by some zombies that terrorized the customers.​
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Softwares:
Adobe Photoshop, Adobe Substance Painter, Maya, Unreal Engine
Story Concept and Moodboarding
The Unfortunately Convenient convenience store is any run of the mill gas station store. With its cramped interior and questionably cleaned food area. I didn't want to make just a regular store though, and wanted to try and tell an engaging story.
The store was having a regular day, customers in and out, people getting what they need for their journeys. Unexpectedly, the store found itself with some new customers, who weren't just looking for a bag of chips and to hit the road. These new customers were the first victims of the zombie apocalypse. They began to terrorize the customers and people started to panic. Shelves were knocked over trying to avoid the zombies, products thrown about as people ran.
The store conveys the silence and eerie feeling of the apocalypse, with the aftermath from the night that it all began.
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Images from https://pin.it/1jIcJV6Oi

Creating the Layout
After finding some mood references, I worked on creating a store layout, and adding images of what I might like to add to that space.
One of the things I worried about was the scope of it all. When I had first made this project, I failed to fully flesh out the store and it's components. This led to it feeling empty and not realistic. My main focus for the project this time was to work on the drink station first, and then radially work my way out from there. This would make my presentation still cohesive as I would only need to show certain parts of the store in the chance that I couldn't complete the full scene in under 10 weeks.




After creating the sketch of the convenience store, I then began arranging a quick blockout of the environment in Maya.
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Creating Assets
Once I had the scene set up in Maya, I then replacing the blockout with assets I would create.
Once most of the models were made in Maya, I then exported them and created the same block out in Unreal Engine with the completed components.



I then began creating textures for all of the assets, as well as adding a lighting pass to the scene to help better get a sense of the mood.




Finalizing the Scene
While I continued to implement the assets into the Unreal scene, I also finalized the textures for the assets.




Final Products



