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Whisper Mountain Outbreak Friend's PassNewsCommunity Log - The 3D Objects of Mount Bisik
Community

Community Log - The 3D Objects of Mount Bisik

Whisper Mountain Outbreak Friend's Pass · published 20 Jul 2025, 18:15 UTC

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Reporting in, Agents.


We’re back with the latest updates from the B.R.I.M. Support Division.

Modelling 3D Objects in a 2.5D Aesthetic with Alan


This week, we’re going to check out some objects we put in the game. Alan, the 3D Artist of Whisper Mountain Outbreak, has been working hard behind the scenes to create 3D assets.

The 2.5D Aesthetic is where we incorporate props and models in 3D, while the equipment and characters are drawn in 2D pixels. We are going to take a deeper dive into the 3D low-poly objects created by one of our 3D artists, Sultan Maulana (also known as Alan).

Alan is responsible for modeling everything from everyday objects to those transformed into ominous anomalies scattered throughout the outbreak maps. First, the characters were created in 2D by a different artist, and then the 3D models were integrated into the map. It is an artistic choice on our part, where we aim to create an eerie environment that is still acceptable to modern audiences while maintaining some classical aesthetics.

The aesthetics need to be spot on so it’s believable while keeping the game's pixelated artistic choice intact.

Alan, the 3D artist for Whisper Mountain Outbreak, is a fun and quirky member of the team.

The process of creating 3D objects


Working with the Art Director (Kriswin), Alan prepared the concept for all the props that needed to be placed in a particular map. Working with the references given, Alan goes back and forth to Kriswin until they are satisfied with the pixelated textures.

The pixelated textures then first need to be reviewed and compared to the characters inside the game. After the pixelated texture is spot on, Alan works to create low-poly 3D models, which are then showcased to the team.

All media shown below are works from past and current iterations, some of which you may see (or not) in the game.

The first two image below is the example work in progress and the finished product.
A comparison of the pixelated texture with characters in-game.

A sample of finished prop, a medical equipment you can found in the Hospital map.

Just for fun, we did fan-made characters to celebrate the release of Resident Evil 4 Remake.

Vehicles that can be found, depending on the map you’re investigating.
B.R.I.M. Car – A specialized emergency response vehicle from the Bureau.

Chicken Truck – An everyday vehicle used by a local chicken vendor.

Hawker stalls.
A few hawker stall props that we placed in the Market area of the game.

Besides the props, we also work on multiple variations of the trees depending on the environment. Such as Kapok trees, Stone pine, bamboos, etc.

An eldritch entity in the form of a gigantic head with four terrifying faces that you’ll encounter during a mission.

Special Training Manual – Charged Melee Attack


A new short series that breaks down few gameplay elements of Whisper Mountain Outbreak.

01 - Charged Melee Attack

Tune in next week when we will be sharing more behind-the-scene stuff you see in the game.

Wishlist and play the limited-time demo now!


https://store.steampowered.com/app/1953230/Whisper_Mountain_Outbreak/
Don't forget to wishlist us so that you can be informed of any upcoming updates!

Be prepared for the outbreak, agents!
Do keep in touch for a new mission briefing.

Stay sharp, and keep surviving! 🧟‍♂️💥
— B.R.I.M. Support Division

Join the Survivors Network!


If you encounter any bugs or want to give us feedback, feel free to join our community!

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