Still frame shot from the final cinematic. Render from 3ds Max with minimal color grading in Photoshop/After Effects.
Noise/Grain overlay combined with a slight chromatic abberation effect were added to evoke the quality of a handheld camera.
Detail shot of the rear wall. Clutter and design based off of a conglomeration of reference photos from Pripyat.
Because the cinematic was designed for use in-game, the environment had to match the game graphics.
Much of the scene is instanced prefabs (such as the desks)that were created with game engines such as UE3 in-mind.
All objects are unwrapped and diffuse/normal/specular mapped.