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Deliver Us Mars - Earth

Various locations on Earth that feature in different parts of the game. As they portray the world as it was in Kathy's childhood, I didn't want it to be too grim and bleak, but instead have the look and feel of a good memory.
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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

It was tough finding the right balance of colors for this underwater section. We didn't want to bleed all the colors, but it should also not look too happy.

It was tough finding the right balance of colors for this underwater section. We didn't want to bleed all the colors, but it should also not look too happy.

Quick sketches for the different parts of the scuba section.

Quick sketches for the different parts of the scuba section.

Defining the color palette.

Defining the color palette.

In-game look of the scuba section. Geo by Bas Dekkers, Daniel Randeraad.

In-game look of the scuba section. Geo by Bas Dekkers, Daniel Randeraad.

The mood of the Johansson's lake house section should feel like a golden memory, basked in warm glow.

The mood of the Johansson's lake house section should feel like a golden memory, basked in warm glow.

In-game version of the Johanson House lake.

In-game version of the Johanson House lake.

Layout concept of the Johanson House alongside a bunch of telling props to help set a specific location. I was in on the ground floor, designing the first layout of the house that made it through all the way to the final result.

Layout concept of the Johanson House alongside a bunch of telling props to help set a specific location. I was in on the ground floor, designing the first layout of the house that made it through all the way to the final result.

In-game shot of the final result.

In-game shot of the final result.

A lot of paintovers are just 30 mins, getting out a mood and design to help other departments along, like this piece for the climbing section.

A lot of paintovers are just 30 mins, getting out a mood and design to help other departments along, like this piece for the climbing section.

In-game result of the climbing section.

In-game result of the climbing section.