NMRiH2 - Beaulieu Hospital

I owned the modern wing of the hospital, covering interiors, exteriors, and the surrounding area.

This included full ownership of the ICU and rehabilitation wards, two of the four wards that are randomly selected during gameplay. Each ward was built to support distinct layouts and gameplay scenarios while maintaining a consistent visual language across the space.

From an early point, I worked closely with layout to carry design intent through to final art, with a focus on readability, flow, and clear navigation through dense interior spaces.

I created the modular exterior building kit used for the hospital, as well as the interior wall kit that supports the full range of room types across the wing. These kits were designed to be flexible enough to handle both large-scale spaces like atriums and tight, gameplay-critical corridors, while maintaining consistency and performance.

The surrounding exterior spaces were developed to support the interior experience, providing clear entry points, sightlines, and grounding the hospital within the broader environment.

Central atrium in the modern hospital wing. Designed to act as a primary navigation hub, connecting multiple floors and guiding player flow between key areas.

Central atrium in the modern hospital wing. Designed to act as a primary navigation hub, connecting multiple floors and guiding player flow between key areas.

Hospital corridor set dressing and lighting pass. Built using a modular hallway kit I developed for the modern wing.

Hospital corridor set dressing and lighting pass. Built using a modular hallway kit I developed for the modern wing.

Top-down overview of the Rehabilitation and ICU wards. Both were owned from blockout through final art, and built to function as interchangeable spaces within a randomized ward system.

Top-down overview of the Rehabilitation and ICU wards. Both were owned from blockout through final art, and built to function as interchangeable spaces within a randomized ward system.

Exterior hospital ground parkette, used as a transitional space between urban and interior gameplay areas.

Exterior hospital ground parkette, used as a transitional space between urban and interior gameplay areas.

Overhead view of surrounding city spaces, used for player spawns and initial navigation into the hospital.

Overhead view of surrounding city spaces, used for player spawns and initial navigation into the hospital.

Exterior of the modern hospital wing. Built using a modular building kit I developed, and assembled across the structure.

Exterior of the modern hospital wing. Built using a modular building kit I developed, and assembled across the structure.