Sanitation Station
This game is about arriving on a spaceship with a mission to eliminate a deadly virus harmful to humans. The game's goal is to maintain cleanliness and sanitize the ship with your weapon to destroy enemies and restore a purifier so people can survive again.
Software :
Role: Game Designer, Level Designer, 3D Modeler
Duration: 4 Months
Team Size: 5
The gameplay trailer for Sanitation Station that I made.

These are some of the assets I modeled and textured for the game Sanitation Station and the wireframes.

This is the Janitor Room that players spawn in when they start the game. This is the primary room I was responsible for creating assets and designing.

This room is the cafeteria, the center of the level that leads to all the small rooms by connected hallways.

This room is the Medical Room meant for players to use as a healing room. The blue computer screen is a system that players may interact with to gain their desired health back.

This is the Purifier Room. The red light of the room gives the player details that the Purifier is not working and must be fixed to win. Once fixed, the Purifier cleans the ship and removes all the enemies.

The Bed Room for the ship. A room in the ship where players may sleep and relax has enemies roaming around.

An empty storage room that is filled with storage cabinets and a wood spool I created.

One of the many hallways in the ship leading to different rooms and enemies.

This is the front of the ship called the Navigation room. It is the only room with a window, so players may look outside and see into a dark space.

A birds-eye view of the entire ship that players interact in. This is the final look of the outside after all the design changes.

One concept of the ship before the final look was achieved.

A document of the ship map before the final design changes were made. Several rooms changed locations based on meeting deadlines for this project.

This was an early idea of how the ship would look, but I decided not to move forward because we wanted to maintain a consistent art style with the rest of the assets.

A look into the hallways leading to the Purifier room before assets and textures were added. The plan was to make a low poly futuristic art style, and I felt that this look worked with the project.