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Bioshock Fan Art (UE5)

After recently revisiting BioShock, I challenged myself to design a space that could believably exist within Rapture—not by referencing specific locations from the game, but by recreating the mood, atmosphere, and architectural language based on memory and emotional resonance. I began by developing four distinct environment snapshots, each built around a specific tone and composition. Once satisfied with the results, I expanded these scenes into a connected, playable sequence, representing a 5–10 minute section of a hypothetical level following the player’s journey from the Metro to Arcadia. While still a work in progress, early top-down views included at the end of this post show the evolving layout and flow of the larger space.

My responsibilities on this project included: World building / level art, Narrative design and environmental storytelling Lighting, materials, shaders, Texture generation, Gameplay scripting, and Modeling. Some models were sourced from the original BioShock and received a light polish pass. Others were pulled from Megascans and curated asset packs to support the look and feel of the space.

Mermaid Lounge - Final Image

Mermaid Lounge - Final Image

Mermaid Lounge - Final Video

Arcadia - Final Image

Arcadia - Final Image

Arcadia - Final Video

Smuggler's Hallway - Final Image

Smuggler's Hallway - Final Image

Smuggler's Hallway - Final Video

Smuggler's Hallway - Progress Video

Office of Andrew Ryan - Final Image

Office of Andrew Ryan - Final Image

Office of Andrew Ryan - Progress Video

Full Ambience Video (w/ All 4 Scenes)

Full Level TopDown View (Bottom Floor)

Full Level TopDown View (Bottom Floor)

Full Level TopDown View (Top Floor)

Full Level TopDown View (Top Floor)