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Deliver Us Mars - Campus

Some of the work I did for one of the opening levels, Campus. Set on a half-submerged version of the Kennedy Space Center, it's meant to showcase the dire situation of spaceflight and living conditions.
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Deliver Us Mars is a team effort by some fantastic people:
Environment Artists: Jérémy Diederich, Felix Jansen, Tijn Kroon
Narrative 3D Artist: Anna Udding
Technical Artist: Daniel Torkar
Level design and dressing: Brian and Kevin van Schaijk
Concept artists: Anna Lubbers
Lighting: Nicholas Pålsson
Character Artists: Joyce Uijtdehaage, Isaac Momeni
Animation: Jill Slor, Daphne Zwarts

Very first sketches I did of the level to set the tone and color palette.

Very first sketches I did of the level to set the tone and color palette.

Once gameplay had built their parts I went in again and did many of these quick overpaints to give direction.

Once gameplay had built their parts I went in again and did many of these quick overpaints to give direction.

These sketches were often the only pass at concept art and art direction we had time for.

These sketches were often the only pass at concept art and art direction we had time for.

Another one.

Another one.

In-game dish. Geo by Jérémy Diederich.

In-game dish. Geo by Jérémy Diederich.

Look for a previous version of a spaceflight museum on the premises.

Look for a previous version of a spaceflight museum on the premises.

In-game museum. Plastic shader by Daniel Torkar.

In-game museum. Plastic shader by Daniel Torkar.

This shot really set the direction for the launchday look. I wanted to frame the rocket in an epic light, as well as set a nice fresh color of the sky for hope and new beginnings.

This shot really set the direction for the launchday look. I wanted to frame the rocket in an epic light, as well as set a nice fresh color of the sky for hope and new beginnings.

In-game launchpad. Geo by Jérémy Diederich, Tijn Kroon, Felix Jansen.

In-game launchpad. Geo by Jérémy Diederich, Tijn Kroon, Felix Jansen.

Quick sketches of some of the outside areas. Moving fast to get the art team working on new assets.

Quick sketches of some of the outside areas. Moving fast to get the art team working on new assets.

Launchpad design we landed on, surrounded by the water and seawalls.

Launchpad design we landed on, surrounded by the water and seawalls.

In-game office interior. I also designed the modular kit for this section. Geo by Tijn Kroon.

In-game office interior. I also designed the modular kit for this section. Geo by Tijn Kroon.