Website powered by

Deliver Us Mars - Modular Kit

For Mars we needed a new modular kit that had to be versatile, high fidelity, light on memory, and fit in with older assets from Deliver Us The Moon. The scale of our main character also changed drastically so I had to test extensively to make sure we got it right the first time. Designing stuff like this is definitely my comfort zone and I had a blast with it.
-
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

In-game version with geo from Jérémy Diederich.

In-game version with geo from Jérémy Diederich.

In-game version with geo from Jérémy Diederich, additional geo by Anna Udding.

In-game version with geo from Jérémy Diederich, additional geo by Anna Udding.

In-game version with geo from Jérémy Diederich.

In-game version with geo from Jérémy Diederich.

Using the 2D as a texture I added some simple geo in Blender.

Using the 2D as a texture I added some simple geo in Blender.

Slanted set in Blender.

Slanted set in Blender.

Mockup room to make sure I handled all the corners correctly.

Mockup room to make sure I handled all the corners correctly.

Once all the metrics were figured out I designed all the elements in 2D.

Once all the metrics were figured out I designed all the elements in 2D.

Seeing it as a graphic design composition really helps bring cohesion to the set.

Seeing it as a graphic design composition really helps bring cohesion to the set.

Airlock design that never made it in.

Airlock design that never made it in.

The old set from Deliver Us The Moon was also going to be brought over and updated, and I wanted to add a level of realism and destruction to it.

The old set from Deliver Us The Moon was also going to be brought over and updated, and I wanted to add a level of realism and destruction to it.

Figuring out some basic grids.

Figuring out some basic grids.

This is the original kit I came to after a lot of prototyping in and out of Unreal Engine together with game design.

This is the original kit I came to after a lot of prototyping in and out of Unreal Engine together with game design.

It is important for a tiny team like ours that assets are versatile and reusable in many scenarios.

It is important for a tiny team like ours that assets are versatile and reusable in many scenarios.