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LDD Confidential Crysis 2
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C. H. Baxter Laboratory
Crysis 2 – Dallas Chavis
Version 3.0
Designer: Dallas Chavis
Document Date: 04/03/2014
Intended Level Delivery Date: 07/18/2014
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Document Revisions Table
Version Description Requestor Date
1.0 Initial Document Mancuso 04/30/3014
2.0 Changed Maps, Deleted Area 2 Main Lab, Changed Level
Flow Summary, Changed Detailed Flow Summary Mancuso 05/06/2014
3.0 Changed Map Images, Altered Backstory, Altered Flow Summary, Altered Gameplay Walkthrough, Changed
Perspective Images, Filled in Asset Lists N/A 6/22/2015
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Table of Contents Table of Contents .......................................................................................................................................... 3
Table of Figures ............................................................................................................................................. 5
Quick Summary ............................................................................................................................................. 7
Hook(s) ...................................................................................................................................................... 7
Gameplay Highlights ................................................................................................................................. 7
Setting Summary ....................................................................................................................................... 7
Mission Difficulty....................................................................................................................................... 8
Mission Metrics ......................................................................................................................................... 8
Characters ............................................................................................................................................. 8
Visual Themes ....................................................................................................................................... 8
Key Theme References .............................................................................................................................. 9
Level Summary ............................................................................................................................................ 10
Campaign ................................................................................................................................................ 10
Context ................................................................................................................................................ 10
Backstory ............................................................................................................................................. 10
Aftermath ............................................................................................................................................ 10
Objective(s) ............................................................................................................................................. 10
Overview Map ......................................................................................................................................... 11
Level Flow ................................................................................................................................................ 12
Flow Summary .................................................................................................................................... 12
Level Details ................................................................................................................................................ 14
Gameplay Area Breakdown Map ............................................................................................................ 14
Detailed Walkthrough ............................................................................................................................. 15
Area 1: Reception Office ......................................................................................................................... 15
Initial Loadout ..................................................................................................................................... 16
Gameplay/Story .................................................................................................................................. 16
Text and Dialog ................................................................................................................................... 16
Visual References ................................................................................................................................ 17
Perspective Shots ................................................................................................................................ 20
Area 2: Science Office Area ..................................................................................................................... 21
Gameplay/Story .................................................................................................................................. 22
Text and Dialog ................................................................................................................................... 22
Visual References ................................................................................................................................ 23
Perspective Shots ................................................................................................................................ 26
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Area 3: Science Laboratory ..................................................................................................................... 28
Gameplay/Story .................................................................................................................................. 29
Text and Dialog ................................................................................................................................... 29
Visual References ................................................................................................................................ 30
Perspective Shots ................................................................................................................................ 32
Area 4: Executive Office Area.................................................................................................................. 33
Gameplay/Story .................................................................................................................................. 34
Text and Dialog ................................................................................................................................... 34
Visual References ................................................................................................................................ 35
Perspective Shots ................................................................................................................................ 37
Critical Asset List ......................................................................................................................................... 38
Additional Asset List .................................................................................................................................... 38
References .................................................................................................................................................. 39
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Table of Figures
Figure 1: Office Area Theme ......................................................................................................................... 9
Figure 2: Lab Theme ...................................................................................................................................... 9
Figure 3: Executive Office Theme ................................................................................................................. 9
Figure 4: Lab Theme ...................................................................................................................................... 9
Figure 5: Overview Map ............................................................................................................................. 11
Figure 6: Area Breakdown Map .................................................................................................................. 14
Figure 7: Reception Area Map .................................................................................................................... 15
Figure 8: Reception Area Theme................................................................................................................. 17
Figure 9: Killer Tim Hopper ......................................................................................................................... 18
Figure 10: Luke Wright ................................................................................................................................ 18
Figure 11: Waiting area in reception area .................................................................................................. 18
Figure 12: Supports and wall behind reception desk ................................................................................. 18
Figure 13: Receptionist’s desk .................................................................................................................... 19
Figure 14: Glass door entrance ................................................................................................................... 19
Figure 15: Tile floor texture ........................................................................................................................ 19
Figure 16: Lighting in reception area .......................................................................................................... 19
Figure 17: Perspective shot of reception area ............................................................................................ 20
Figure 18: Perspective shot of waiting area ................................................................................................ 20
Figure 19: Office Area Map ......................................................................................................................... 21
Figure 20: Theme of Office Area ................................................................................................................. 23
Figure 21: Office Desk ................................................................................................................................. 24
Figure 22: Office size ................................................................................................................................... 24
Figure 23: Lighting in Office Area ................................................................................................................ 24
Figure 24: Computer networking servers ................................................................................................... 25
Figure 25: Conference Table ....................................................................................................................... 25
Figure 26: Vending machines ...................................................................................................................... 25
Figure 27: Security door scanner ................................................................................................................ 25
Figure 28: Perspective shot of offices ......................................................................................................... 26
Figure 29: Perspective shot of break room ................................................................................................. 26
Figure 30: Perspective shot of conference room ........................................................................................ 27
Figure 31: Perspective shot of server room ................................................................................................ 27
Figure 32: Executive Lab Area Map ............................................................................................................. 28
Figure 33: Theme of Executive Lab Area ..................................................................................................... 30
Figure 34: Glass dividers along lab's middle hallway .................................................................................. 30
Figure 35: Lab counters up against the walls .............................................................................................. 30
Figure 36: Tile texture used in executive lab .............................................................................................. 31
Figure 37: Decontamination showers ......................................................................................................... 31
Figure 38: Lab equipment used in main lab ................................................................................................ 31
Figure 39: Small items found in the main lab ............................................................................................. 31
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Figure 40: Perspective shot of main lab area.............................................................................................. 32
Figure 41: Perspective shot of lab work station ......................................................................................... 32
Figure 42: Executive Office Area Map ......................................................................................................... 33
Figure 43: Executive Office Area Theme ..................................................................................................... 35
Figure 44: Executive office waiting area ..................................................................................................... 36
Figure 45: Desk used in executive offices ................................................................................................... 36
Figure 46: Lighting in Executive Office Area ............................................................................................... 36
Figure 47: Perspective of executive office waiting area ............................................................................. 37
Figure 48: Perspective shot of executive office .......................................................................................... 37
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Level Abstract
Quick Summary “C. H. Baxter Laboratory” is a single-player level designed for the game Crysis 2 that takes place inside of
a science laboratory. The level’s story occurs after the story of Crysis and right before the story of Crysis
2. Players experience an investigating gameplay style as they play the role of an investigator solving
multiple homicides. Players need to search and analyze each bit of evidence to discover the mystery
behind the murders at “C. H. Baxter Laboratory.”
Hook(s) Investigating a complex massacre inside of a laboratory
Discovering an intriguing narrative behind the massacre
Gameplay Highlights C. H. Baxter Laboratory has an investigative style of gameplay where players must uncover a complex
murder mystery.
Setting Summary Theme Investigative
Mood Dark
Setting Near Future, New York City, Laboratory
Time of Day Evening 5:37 p.m.
Season Spring
Weather Clear Skies
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Mission Difficulty
Position Difficulty Reasons Beginning 3 Players need to quickly analyze several environmental clues and begin
putting a narrative together
Middle 6 The narrative becomes more complex and the amount of environmental clues are more numerous
End 8 Players must analyze the environments clues to successfully reconstruct each step of the massacre
Scale: 1-10 (1 is Easiest and 10 is Hardest)
Mission Metrics Play Time 30 minutes
Critical Path 256 meters
Physical Area 112 x 96 meters
Characters
Character Description Luke Wright Luke Wright is a crime scene investigator and the playable character of the
level. Luke has recently arrived at the C. H. Baxter Lab which is a crime scene for a grisly massacre. He goes into the crime scene to reconstruct the massacre step by step.
Tim Hopper Tim Hopper is the killer that massacred all of the workers in C. H. Baxter Lab. He is a soldier experimented on in the Baxter Labs while thinking he was receiving medical treatment. Wanting revenge for the dishonest experimentation, Tim makes plans to kill those responsible at the Baxter Lab.
Visual Themes
Theme Description Office Area These are areas of a commercial building with several walled off offices that
contains desk, chairs and file cabinets.
Laboratory These rooms have scientific equipment for experimentation such as beakers, decontamination showers, surgical tools and operating tables.
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Key Theme References
Figure 1: Office Area Theme Figure 2: Lab Theme
Figure 3: Executive Office Theme Figure 4: Lab Theme
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Level Summary
Campaign
Context
C. H. Baxter Laboratory is the first mission of a campaign/investigation where the player tracks down a
killer committing a series of murders. This level introduces players to the investigative style gameplay
and an expansive narrative. After this level the player continues to investigate a string of murders
committed by the killer with the goal of eventually catching him.
Backstory
A soldier named Tim Hopper regularly goes to C. H. Baxter Laboratory for medical treatment and
checkups. Only when he starts having weird muscle spasms and headaches does he suspect something is
wrong. Tim discovers that the scientist at Baxter Lab have experimented on making him a genetically
enhanced “super soldier.” Realizing that he was deceived, Tim then plans a deadly revenge scheme to
kill all of those responsible for the human experimentation. When Tim confronts one of the scientists in
his home, the scientist offers to help him gain access to the Baxter Lab if he spares his life and Tim
agrees.
The next day when the traitorous scientist comes to work, he lets Tim in through the front security
doors with his badge. Once Tim sneaks into the executive office area through a ventilation shaft, he
captures and tortures the lab executives for information on their human experiments. As he begins to
learn about their “super soldier” project he gets angry and kills the executives in an execution style to
make examples of them. Tim then goes to the main lab and finds that the scientists experimented on
and killed a friend and fellow soldier from his unit. This sends him into a grief filled rage which leads to
him murdering anyone else who is in the Baxter Lab. After his grisly massacre he escapes the Baxter Lab
through a fire exit in the main lab area.
After receiving several missing person reports from the families of the victims, police investigate C. H.
Baxter Lab only to discover a grisly multiple homicide crime scene. The crime scene investigator Luke
Wright goes in to uncover what happened at the C. H. Baxter Laboratory.
Aftermath
The player goes to the station and report about the massacre at C. H. Baxter Lab. At the station the
player receives a phone call from a policeman telling him they have found Tim Hopper’s apartment.
Objective(s) Reconstruct the chronology of events at C. H. Baxter Lab
o Closely analyze the environmental clues
o Follow the killer’s path through the environment
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Overview Map
Figure 5: Overview Map
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Level Flow
Flow Summary
1. Tim Hopper knocks over several objects as he enters the executive copy room through a
ventilation shaft.
2. He grabs a trash can, turns it over and stands on it so that he can disable the security camera
high up on the wall. The security guard notices this and decides to check out why the security
camera in the executive offices is out.
3. He points a gun with a silencer and orders the lead scientist and the director to come out of
their offices into the hallway. When the executives don’t immediately comply, he shows his
seriousness by going into the director’s office and injuring him with a knife.
4. Tim orders both executives to sit in their office chairs back to back while he interrogates them
about the “super soldier” project. As they give him information, he becomes angrier and
destroys a soldier display case.
5. When the security guard enters the executive office area and spots Tim interrogating the
executives, Tim immediately shoots the guard twice before he can react. Tim finishes his
interrogation/torture by killing both executive in an execution style.
6. Tim sneaks into the main lab and stealthily kills a scientist with his knife.
7. He tries to sneak up on another scientist, but when the scientist spots him Tim quickly shoots
him before he can raise an alarm.
8. Tim examines a human experiment victim lying on an operating table and recognizes him as a
friend and fellow soldier from his military unit. This enrages Tim with more grief and anger to
the point where he decides to kill anyone else he finds in the Baxter Lab.
9. Tim accidentally runs into a scientist who is exiting the conference room as he enters the office
area. He viscously attacks the unexpected victim with his knife before leaving him to die on the
floor.
10. The scientist doesn’t immediately die from his wounds and tries to crawl back into the
conference room to reach a phone and call for help. He eventually bleeds out and dies in the
conference room near the phone.
11. As Tim walks further into the office area, a computer technician spots him and he immediately
shoots him twice.
12. He then walks into the medical lab where he kills another unprepared scientist by stabbing him
in the back with his knife.
13. Tim enters the reception area where he shoots one heavily armed guard in the back of the head
at the front entrance. The second guard tries to enter the reception area but Tim shoots him as
he entered the door.
14. Tim forcibly grabs the receptionist and begins pulling her away from her desk. She puts up a
fight that knocking over many of the objects on her desk causing Tim to stabs her brutally.
15. Tim drags the receptionist behind the dividing wall where he leaves her body propped up
against the file cabinets.
16. Tim returns to the receptionist’s desk and finds flowers in a ceramic pot. He takes the flowers,
drops the pot and heads back towards his dead friend to put the flowers on his body.
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17. The traitorous scientist has been hiding in his office this whole time waiting for Tim to lower his
guard. When he sees Tim heading back towards the main lab, he gets his handgun that he
concealed within his briefcase. The traitor scientist carefully follows Tim to the main lab in order
to kill him and become the hero of the massacre.
18. Tim returns to his friend’s body and places the flowers on and around it to show his respects. In
another burst of anger Tim knocks over some electronic equipment at the foot of the operating
table.
19. The traitor scientist sneaks up on Tim with the intentions of killing him, but Tim discovers this
betrayal and kills the traitor scientist.
20. Tim leaves a blood stain on the fire exit door in the main lab that he uses to leave C. H. Baxter
Lab.
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Detailed Design
Level Details
Gameplay Area Breakdown Map
Figure 6: Area Breakdown Map
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Detailed Walkthrough
Area 1: Reception Office
Figure 7: Reception Area Map
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Initial Loadout
N/A – Player starts with no weapons, skills or equipment for this level
Gameplay/Story
A. Player finds the bodies of two heavily armed military guards lying in the middle of shattered glass shards at the front entrance of C. H. Baxter Lab. There are also two bullet holes and blood stains on the wall opposite of the entrance which shows the shots that killed the guards came from inside the reception area.
B. In front of the reception desk a ceramic pot with a blood stain on it and two flowers are lying on the floor. A trail of blood drops goes from the receptionist’s body [D] to the flower pot and goes away from the flower pot to the office area. Players were to discover that the killer took the flowers but dropped the flower pot.
C. The position of the reception desk and chair appear like a violent struggle took place knocking over and breaking several items. The chair points to a blood stain that leads behind the dividing wall and to the receptionist’s body.
D. A blood trail follows the receptionist from her desk [C], around the dividing wall and to her body which is propped up against the file cabinet. The fact that the kill dragged her away from her desk shows that the killer might have wanted to torture her behind the dividing wall.
E. The security room is open and left unattended by the security guard [U] who probably had a good reason for leaving his post and not returning.
Text and Dialog
Objective Text
Investigate murder scene and possible break in at the Baxter Laboratory
Death threats have been sent to this lab in the past
Dialog/Script
N/A – No dialog is present in this level
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Visual References
Theme
Figure 8: Reception Area Theme
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Characters/Vehicles Introduced
Environment References
Figure 10: Luke Wright Figure 9: Killer Tim Hopper
Figure 12: Supports and wall behind reception desk
Figure 11: Waiting area in reception area
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Figure 13: Receptionist’s desk Figure 14: Glass door entrance
Figure 15: Tile floor texture
Figure 16: Lighting in reception area
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Perspective Shots
Figure 17: Perspective shot of reception area
Figure 18: Perspective shot of waiting area
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Area 2: Science Office Area
Figure 19: Office Area Map
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Gameplay/Story
F. Office of the traitorous scientist has an open briefcase with bullet casings and ammo clips. This gives hints that the killer might not have acted alone in his plot to kill the scientist at Baxter Lab.
G. A scientist with a wound on his back indicates where the killer stabbed him. The fact that the body still has its back to the door also hints at the killer attacking the victim unexpectedly from behind.
H. A dead computer technician with bullet holes on the wall behind the body reveals where the killer was standing when he took the shots. Players can better discover the path of the killer by examining the trajectory of the bullets.
I. A massive puddle of blood and fallen items shows that a viscous attack occurred and the blood streaks hint at the victim crawling towards the conference room.
J. The blood streaks [I] lead to the body of a scientist who crawled into the conference room and died next to the conference table. With careful examination players can find blood stains on a chair, on top of the conference table and on a phone hinting at the victim’s attempt to call for help before dying.
Text and Dialog
Objective Text
N/A
Dialog
N/A
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Visual References
Theme
Figure 20: Theme of Office Area
Characters/Vehicles Introduced
N/A
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Environment References
Figure 22: Office size Figure 21: Office Desk
Figure 23: Lighting in Office Area
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Figure 27: Security door scanner
Figure 26: Vending machines
Figure 25: Conference Table Figure 24: Computer networking servers
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Perspective Shots
Figure 28: Perspective shot of offices
Figure 29: Perspective shot of break room
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Figure 30: Perspective shot of conference room
Figure 31: Perspective shot of server room
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Area 3: Science Laboratory
Figure 32: Executive Lab Area Map
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Gameplay/Story
K. A dead scientist lying on his back with some kind of lab container next to his hand showing the attack happened unexpectedly. No bullet hole or bullet casings indicate this scientist might have died by the killer’s knife.
L. A bullet hole and blood stain on the glass partition lines up with the traitorous scientist hinting at the killer shooting him while standing at the operating table.
M. The dead body of the traitor scientist who tried to kill the killer, but failed and died instead. The traitorous scientist’s handgun [F] is lying next to him after falling backwards.
N. A dead body on an operating table with the same kind of flowers on it from the receptionist’s desk [B]. This reveals the killer showed respects to this body hinting that he knew or sympathized with the person in some kind of way. Some electronic equipment is knocked over near the foot of the operating table indicates that the killer took out his frustration on a nearby object.
O. A dead scientist that lines up with a bullet hole on the wall just above a workstation. Bullet casings lie near the bottom workstation table showing where the killer stood when he shot the scientist.
P. A trail of blood drops leads from the body on the operating table and to the fire exit in the southeast corner of the main lab. Also, blood stains are on the door handle of the fire exit hinting where the killer exited C. H. Baxter Lab.
Text and Dialog
Objective Text
N/A
Dialog
N/A
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Visual References
Theme
Characters/Vehicles Introduced
N/A
Environment References
Figure 33: Theme of Executive Lab Area
Figure 35: Lab counters up against the walls Figure 34: Glass dividers along lab's middle hallway
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Figure 39: Small items found in the main lab Figure 38: Lab equipment used in main lab
Figure 36: Tile texture used in executive lab Figure 37: Decontamination showers
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Perspective Shots
Figure 40: Perspective shot of main lab area
Figure 41: Perspective shot of lab work station
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Area 4: Executive Office Area
Figure 42: Executive Office Area Map
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Gameplay/Story
Q. A streak of dried blood leads from the director’s executive office to the torture/interrogation scene in the hallway. This indicates the killer injured the director in his office before ordering him or forcibly making him leave his office. Both office chairs in each executive office are missing from behind the desks.
R. A brutal torture/interrogation scene with the lead scientist and lab director sitting back to back in their own office chairs. The fact that the killer took the time to torture and interrogate the executives, hints at the killer holding them responsible for his anger. A broken display case of a super soldier lies near the torture/interrogation scene indicating the killer might have broken it out of anger.
S. A turned over trash can and scuffs marks on the wall reveals how the killer reached and disabled the security camera in the executive office area. This is the event that led the security guard [U] to come out of the security room [E] and enter the executive offices.
T. A vent covering lies on the floor with overturned objects around it that appears to come off of a table right under the ventilation shaft. Scuff marks are on top of the table and on the wall just beneath the vent shaft. This gave clues as to where the killer entered C. H. Baxter Lab before starting his killing spree.
U. The body of the security guard who left the security room [E] with two bullet holes on the grey pillar behind him. Two bullet casings near the torture/interrogation scene [R] indicate where the killer shot the security guard from as he entered the executive office area. The disabling of the security camera [S] is the most likely reason why the security guard left the security room and entered the executive office area.
Text and Dialog
Objective Text
N/A
Dialog
N/A
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Visual References
Theme
Characters/Vehicles Introduced
N/A
Figure 43: Executive Office Area Theme
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Environment References
Figure 44: Executive office waiting area Figure 45: Desk used in executive offices
Figure 46: Lighting in Executive Office Area
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Perspective Shots
Figure 47: Perspective of executive office waiting area
Figure 48: Perspective shot of executive office
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Critical Asset List
Asset Name Type Use Exists? Link/Pic
Blood Stain Decal Create trails and indicate pathing Yes
Shattered Glass Decal Show how glass was shattered Yes
Dead Body Entity Show how murders occurred Yes
Dead Body Mesh Show how murders occurred Yes
Door Mesh Create entry and exit points Yes
Window Mesh Allow viewable areas through walls Yes
Office Desk Mesh Makes environment believable Yes
Office Chair Mesh Makes environment believable Yes
File Cabinets Mesh Makes environment believable Yes
Bullet Casing Mesh Shows where killer shot from Yes
Handgun Mesh Shows who was the traitor scientist Yes
Body in Body Bag Mesh Indicates human experimentation Yes
Solids Brush Create walls, floors and ceilings Yes
Pillar Mesh Simulate support structures Yes
Lab Tables Mesh Makes environment believable Yes
Stool Mesh Makes environment believable Yes
Additional Asset List
Asset Name Type Use Exists? Link/Pic
Food Mesh Decorate the environment Yes
Carb Board Box Mesh Decorate the environment Yes
Sofa Mesh Decorate the environment Yes
Painting Mesh Decorate the environment Yes
Sign/Advertisement Mesh Decorate the environment Yes
Light Fixture Mesh Create a light source for lighting Yes
Television Screen Mesh Decorate the environment Yes
Laptop Mesh Decorate the environment Yes
White Tile Texture Decorate the lab floor Yes
Light Brown Wall Texture Decorate the walls Yes
Wooden Trim Texture Decorate the top and bottom of walls Yes
Coffee Table Mesh Decorate the environment Yes
Planter Mesh Decorate the environment Yes
Plant Mesh Decorate the environment Yes
Barrel Mesh Decorate the environment Yes
Checkered Carpet Texture Decorate the floor Yes
Refrigerator Mesh Decorate the environment Yes
Display Case Mesh Decorate the environment Yes
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