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Gerben Pasjes

@gerbenpasjes

Art director, concept artist @ KeokeN Interactive

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Deliver Us Mars - UI

A snippet of the many UI concepts and game assets I made for Mars. Big shoutout to Hussain Shafiu who created the majority of UI assets, as well as Daniel Torkar who created most of the widget blueprints and some really neat effects. - 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

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Deliver Us Mars - Skies

For Mars I took it upon myself to create all of the skies and sky art, as well as some vistas where applicable. The skies in Mars are all completely bespoke, as I wanted to have super detailed control that the volumetric clouds and sky actor did not give me. It was a very fun learning process to figure out how to create this stuff, especially with HDR textures to get nice bloom and other effects from the sky texture. - 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

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Deliver Us Mars - Astrosuit

I got to collaborate with the talented Brenda van Vugt to design our new astrosuit. The helmet, astrotool and backpack had a lot more gameplay implications so I designed those later on. The helmet specifically was an interesting challenge. Not only creatively, by making the helmet open enough to see the faces during cinematics, but also technically due to the groom of the characters, while still allowing gameplay to dynamically open and close the helmet to indicate oxygenated areas. - 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

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Deliver Us Mars - Unison

Unison was a very fun level to design. During this time in development there was very little time for me to do concept art, so this level is mostly quick sketches. The dome specifically went through many iterations, and the final in-game asset is also made by me. - 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

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Deliver Us Mars - Odum

Odum is one of my favorite levels because it's so unexpected in a game set on the red planet. Mars does have a snowy pole so it was perfect for some variation and resetting the player's palette. - 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

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Deliver Us Mars - Art Direction

I was fortunate enough to art direct Deliver Us Mars with a small but fantastic team of developers. I'm proud that we managed to pack so much environmental variety into this game, as well as create a whole cast of characters, and get it all up and running on 6 platforms. The work on display here is the effort of the entire studio. - 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 - Wired Magazine cover image courtesy of Frontier Developments plc.

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Deliver Us Mars - Ayla

Ayla, the new ASE unit players get to control in Deliver Us Mars, is the franchises' most recognizable mascot. Figuring out what worked about the original design while bringing it to a new level and adding loads of detail was a lot of fun. Daniel Torkar did all the VFX, Daphne Zwarts did most of animations, and Anna Udding was responsible for the final mesh. - 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

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Deliver Us Mars - Moon

Since we already had a bunch of moon-themed assets from the previous game, art direction and concept art was more focused around setting nice vibe that felt like Moon, but a tad bit more expressive and bold with colors. - 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

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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. - 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

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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. - 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

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Deliver Us Mars - Campus

Some of the work I did for one of the opening levels, Campus. Set on a half-submerged version of the Kennedy Space Center, it's meant to showcase the dire situation of spaceflight and living conditions. - 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

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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. - 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

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Deliver Us Mars - Herschel Quarry

Concepts for the level that would eventually become Herschel Quarry. It's the first real Mars level that the player encounters so we wanted to hit a classic planet Mars look with orange skies and a storm looming on the horizon. During the playthrough, the time of day would also shift to sunset, which we later made happen during a flashback. - 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

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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. - 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

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