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Deliver Us Mars - Arks

The Arks were a very challenging bit of the game that needed to be designed. Considering our extremely small team I wanted the Arks to be as versatile and reusable as possible. We ended up with 2 different version that use largely the same exterior, being used in zero G, vertical, and horizontal after crashing. I was in on the ground floor, making sure we kept a check on how large they are to keep them plausibly flying, but also giving game design enough square meters to play with.
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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

A lot of functionality had to be put in this nose that is narrative critical. But I also wanted it to look somewhat aerodynamic and plausible so I designed a version where the nose can open. This later even became a gameplay bit.

A lot of functionality had to be put in this nose that is narrative critical. But I also wanted it to look somewhat aerodynamic and plausible so I designed a version where the nose can open. This later even became a gameplay bit.

First (and only) draft I had time for to see what the surfacing could look like.

First (and only) draft I had time for to see what the surfacing could look like.

In-game version of Ark Habitas during the blue sunset. Geo by Jérémy Diederich, additional geo by Anna Udding, Tijn Kroon, Felix Jansen.

In-game version of Ark Habitas during the blue sunset. Geo by Jérémy Diederich, additional geo by Anna Udding, Tijn Kroon, Felix Jansen.

First step of the process of designing such a setpiece as an ark is usually some sketching. Getting some silly ideas out and finding good shapes.

First step of the process of designing such a setpiece as an ark is usually some sketching. Getting some silly ideas out and finding good shapes.

Alternative exploration using just a couple basic shapes and playing with their composition.

Alternative exploration using just a couple basic shapes and playing with their composition.

After some first drafts and discussions with game design I started designing floors. This was also a call from me to reduce the 3D workflow since we have an extremely small team of 1 person.

After some first drafts and discussions with game design I started designing floors. This was also a call from me to reduce the 3D workflow since we have an extremely small team of 1 person.

After the initial spaces were put down by game design I went in to establish a rough look and explore some ideas.

After the initial spaces were put down by game design I went in to establish a rough look and explore some ideas.

I did a lot of quick and dirty paintovers, usually no more than 1 hour, to set a direction and inspire or unblock the people working on the space.

I did a lot of quick and dirty paintovers, usually no more than 1 hour, to set a direction and inspire or unblock the people working on the space.

A very fast and loose workflow doesn't make for pretty images, but they get the job done.

A very fast and loose workflow doesn't make for pretty images, but they get the job done.

In-game version of Ark Labos in space. Geo by Jérémy Diederich.

In-game version of Ark Labos in space. Geo by Jérémy Diederich.

Callouts from the docking structure of the Labos Ark.

Callouts from the docking structure of the Labos Ark.

In-game version of the Labos Cryosleep hall in one of our cinematics. Geo by Felix Jansen.

In-game version of the Labos Cryosleep hall in one of our cinematics. Geo by Felix Jansen.

Animating plausible positions for the solar panels really helps to make things more realistic. It informs things like joints and hinges that add realistic details to a design.

Concept sketches for the Labos wreckage position. A large overhang made for some pretty exciting gameplay sections later on.

Concept sketches for the Labos wreckage position. A large overhang made for some pretty exciting gameplay sections later on.

In-game version of the Labos wreckage. Geo by Jérémy Diederich, Felix Jansen.

In-game version of the Labos wreckage. Geo by Jérémy Diederich, Felix Jansen.