[Devlog #6] – Corridor Barriers and Technical Props


Hi!

In this episode I added two new sets to the pack: technical props (crates, power modules, small machines) and a complete collection of corridor barriers. They come in as new barier and props collections with fresh meshes like EA_angular_boxEA_cageEA_big_Crate and friends. The visual language stays consistent: simple chunky shapes, thick bevels, readable functional detail and strong emissive strips that should immediately read in game as important or interactive pieces.

On the screenshot you can see EA_big_Crate, EA_yellow_chest, EA_prop_mechanism and EA_Prop_ToteBin_Cargo – they can serve as loot containers, cover pieces, interaction spots or technical background props in service rooms. These baseline forms are also the foundation for later variants – when I move into the Massive stage of the pack it will be easy to bolt on heavier, more specialised counterparts while keeping the same shape language.

I also cleaned up the prefab naming. This drop adds, among others:

  • EA_Prop_TechCrate_A
  • EA_Prop_TechCrate_B
  • EA_Prop_PipeModule_A
  • EA_Prop_PipeModule_Turn
  • EA_Prop_PowerCore_A
  • EA_Prop_ControlBox_A

For the barriers I went with a modular 4×1 logic: short segments, variants with lamps, lighter fence-style pieces, low posts and heavier solid blockers. That makes it easy to close off a corridor, build a checkpoint, set up an NPC queue or guide the player through the boarding tube of a space ferry. Everything stays organised: EA_ prefixes, clear variant suffixes and logical groups for future batch export, and I design chunks rather than standalone showpieces – that is why the renders show ready barrier segments instead of isolated panels. The goal is a pack for small teams: you grab a prefab, build a clear gameplay corridor right away and do not have to spend hours micro-placing individual screws.

Get [WIP] Sci-Fi Corridors — Retro-Industrial Modular Kit

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