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Beyond the Dark

Beyond the Dark was a concise six-month project with several key objectives. First and foremost, it served as a testing ground for various developmental tools, including the Surface Appearance node, Render Fidelity and the Packages system. Our second goal was to leverage our existing pipelines and tools to create a complete experience from start to finish. Simultaneously, we aimed to push the boundaries of what the platform could achieve, and create a stress case to our performance engineers. The end result was the experience itself, showcasing the platform's capabilities and providing the community with free assets for use in their own projects.

It's important to note that the Roblox platform has inherent limitations when it comes to achieving industry-standard, high-quality AAA art. This project was conceived to explore just how close we could get to that level of quality.

Our inspiration drew from a variety of sources, including games like Mass Effect and Destiny

To play the experience, visit the following link:
Beyond the Dark on Roblox
https://www.roblox.com/games/7208091524/Beyond-the-Dark-Vistech-Showcase

For an in-depth look at our development process, please refer to the following resource:
Beyond the Dark Development Process
https://create.roblox.com/docs/resources/beyond-the-dark

YouTube Trailer
https://www.youtube.com/watch?v=g1BcA1bpU9Y&ab_channel=Roblox

YouTube Flythru:
https://www.youtube.com/watch?v=OUP2vYcv_Lc

Our team included the following artists:
Stephan Jobe (Avatar, NPCs, Animation)
Chad Foxglove (Skybox, FX)
Marshall McGee (Audio)
Karla Polo (Murals)
Mike Mariano (UI)

Observation Desk
Blackhole, skybox and blackhole hologram created by Chad Foxglove

Observation Desk
Blackhole, skybox and blackhole hologram created by Chad Foxglove

Promenade
Blackhole, skybox and blackhole hologram created by Chad Foxglove

Promenade
Blackhole, skybox and blackhole hologram created by Chad Foxglove

Shuttle Rental Lobby

Shuttle Rental Lobby

Arrivals Lobby

Arrivals Lobby

Art direction notes for paint overs after the massout or graybox stage was complete.

Art direction notes for paint overs after the massout or graybox stage was complete.

Arrivals Lobby

Arrivals Lobby

Reusability of textures and materials is key so preplanning was done before the majority of the 3D assets were created.

Reusability of textures and materials is key so preplanning was done before the majority of the 3D assets were created.

Airlock Spawn Room
Space suits created by Stephen Jobe

Airlock Spawn Room
Space suits created by Stephen Jobe

Rotunda

Rotunda

Rotunda

Rotunda

Rotunda

Rotunda

Rotunda

Rotunda

Rotunda

Rotunda

Lounge

Lounge

Promenade

Promenade

Observation Desk

Observation Desk

Reactor Control Room

Reactor Control Room

Reactor Control Room

Reactor Control Room

Reactor Room

Reactor Room

Reactor Room

Reactor Room

Reactor Room

Reactor Room

Reactor Room

Reactor Room

Service Hallway
Mural created by Karla Polo

Service Hallway
Mural created by Karla Polo

Service Hallway
Mural created by Karla Polo

Service Hallway
Mural created by Karla Polo

Ship Exterior

Ship Exterior

Shuttle Rental Lobby

Shuttle Rental Lobby

Shuttle Rental Lobby

Shuttle Rental Lobby

Shuttle Rental Lobby

Shuttle Rental Lobby

Sleep Pods

Sleep Pods

Materials Overview

Materials Overview

Metal Trim Material
This trim map was heavily reused 
 throughout the project, used on 90% of the structural elements, space suit and Station Attendant Bot.

Metal Trim Material
This trim map was heavily reused
throughout the project, used on 90% of the structural elements, space suit and Station Attendant Bot.

Terrazzo Flooring Material

Terrazzo Flooring Material