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Deliver Us Mars - Zephyr

The Zephyr level is one of the most visually striking we did for Mars. It lends itself naturally to these awe-inspiring vistas of our planet, floating up there. Jérémy Diederich did a fantastic job with this asset, bringing together all kinds of request into a single cohesive piece.
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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

Final design of the Zephyr based on the many variations I built with game design.

Final design of the Zephyr based on the many variations I built with game design.

In-game Zephyr floating above Earth. Geo by Jérémy Diederich.

In-game Zephyr floating above Earth. Geo by Jérémy Diederich.

Concept for the full launch stack, based on a Russian design.

Concept for the full launch stack, based on a Russian design.

In-game launch stack. Geo by Jérémy Diederich.

In-game launch stack. Geo by Jérémy Diederich.

The escape pod was a very important feature for story and gameplay, so that had to be really tightly designed. Not only did Kathy have to fit properly, there is also first-person gameplay and it also had to be able to crash-land plausibly on Mars.

The escape pod was a very important feature for story and gameplay, so that had to be really tightly designed. Not only did Kathy have to fit properly, there is also first-person gameplay and it also had to be able to crash-land plausibly on Mars.

An earlier version of the escape pod that would function more like a plane.

Concept of how the damage to the thruster would look, adding a sense of direction and storytelling to it.

Concept of how the damage to the thruster would look, adding a sense of direction and storytelling to it.

Late into development we had to redesign this interior space. Quick paintovers like this are usually enough for level design to continue.

Late into development we had to redesign this interior space. Quick paintovers like this are usually enough for level design to continue.

In-game interior space.

In-game interior space.

Heavily inspired by the ISS to give some of the walls a purpose.

Heavily inspired by the ISS to give some of the walls a purpose.

In-game interior space.

In-game interior space.

Pitch to gamedesign as to where to position the escape pods and how they would function. The end result is extremely similar to this idea.

A peek into the process I take when designing a complicated space with a lot of departmental crossover. 3D is your friend. It also totally looks like penguin in a suit and I'm glad I moved on from this.