Say “Hi!” to Hazard Harry.
Hazard Harry’s Bunker was for ITGM-720 and took just under three months to complete. It required a small original environment and a hero asset.
I received an A for this course. Thanks Shami!






Harry’s bunker style goal was Apex Legends’ believable sci-fi. This style combined with a little flavor from The Outer Wilds helped me understand what I wanted to accomplish with Harry’s Bunker.
After I collected my overall style guide I began to draw/block out references for myself. I wanted to get a feel for how big the space was going to be and how big the props would need to be in order to make the space feel lived in.







Hazard Harry
Now with fall damage!
Hazard Harry was originally just an art project. After the course had ended I was working on adding some mechanics in my free time. It taught me to implement inventory systems, detachment, and spawning pawns through Hazard Harrys unique mechanic which is, when you die in Hazard Harry you have the option of discretely detaching your head and hijacking a nearby enemy which has already been defeated. This way you can continue without reloading an area.
If you made it this far, thankyou!