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Deliver Us Mars - Heavy Machinery

I got to design these very early on in development because they were required for our vertical slice level. I always enjoy designing the model in 3D and animating it, to show the range of motion as well as to challenge myself to design better.
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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

Excavator concept. The first design was intended to be climbed on to reach some other part of the level so I made it very chunky.

Excavator concept. The first design was intended to be climbed on to reach some other part of the level so I made it very chunky.

Excavator scale.

Excavator scale.

Excavator range of motion. If I have time I like to bring (basic) animation into my concepts to ensure that the mechanics are somewhat believable.

Harvester range of motion. To give the player some idea how the Mars colony gathers resources I designed this machine that extracts soil with high pressure.

Alternative harvester designs. Once I got the general idea I went straight into 3D.

Alternative harvester designs. Once I got the general idea I went straight into 3D.

Harvester sketches. Basically took a transformers approach by taking elements from heavy mining machinery and putting it together.

Harvester sketches. Basically took a transformers approach by taking elements from heavy mining machinery and putting it together.

Crane design. We wanted some tall standing assets that we could lean and have movement from in-game.

Crane design. We wanted some tall standing assets that we could lean and have movement from in-game.

Quick sketch for a set of assets that would be used in the production of panels on Mars. This was a relatively late addition and never really got put to use.

Quick sketch for a set of assets that would be used in the production of panels on Mars. This was a relatively late addition and never really got put to use.

I updated the rover from the previous game to fit more with Mars. In the end I also updated the asset in-game by adjusting textures and adding decals.

I updated the rover from the previous game to fit more with Mars. In the end I also updated the asset in-game by adjusting textures and adding decals.

For Mars I designed the inside of the rover too, which had to account for 2 cinematics, first person driving, and potential gameplay. In the end I also created the in-game interior meshes.

For Mars I designed the inside of the rover too, which had to account for 2 cinematics, first person driving, and potential gameplay. In the end I also created the in-game interior meshes.

Cranes in-game. Geo by Anna Udding.

Cranes in-game. Geo by Anna Udding.

Harvesters in-game. Geo by Anna Udding.

Harvesters in-game. Geo by Anna Udding.

Excavator in-game. Geo by Anna Udding.

Excavator in-game. Geo by Anna Udding.