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The Making Of Perry Rhodan Video Game - Part 2
The game script separated the player's progress into 5 distinct areas, each of them based on a different concept, connected through 4 dramaturgicaltransitions. For each of these levels we developed a scene that contained the core design elements that were influenced by the story and the environment into which the level is set. Those images were a guideline for the mood, the color, the level of detail, the texturing and the lighting. Together they added up to a style guide that was given to the level designers.
The second level already hints at later twists in the story. The further the player progresses through the area the darker and more mysterious the design becomes. During the following levels the atmosphere turns significantly more ominous, lights are increasingly displaced until Perry finally reaches the planet Betha where he is confronted with a dark and barren wasteland which provides a stark contrast to the clean, bright and life filled areas he visited in the beginning.

The original script positioned the museum in Arkon City, the capital of one of the main species of the Perry Rhodan universe. But the distinctive design of Arkon architecture would have destroyed the envisioned impact of the museum's concept. It was supposed to convey reclusion: A relic of times long past, abandoned and forgotten in a rocky desert. To emphasize the morbidity of this once proud building we furnished its facade with scaffolding that prevents the monument from collapsing.
The towers and machines were envisioned as a crossover of old ironworks and oil drilling platforms. To convey the size of the mining operation the drills were not separated from the actual city area. Instead we decided to mount the whole city onto the countless connected platforms. The result was a giant city-sized mining drill that's eating its way through the planet's surface, taking the whole settlement down with it.

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