The biggest ship/structure I had to work on this project.
Creating this vista was an iterative work without concept art, using a lot of information from Narrative Director Julien Audebert.
Only appearing fully destroyed in the game, I never really had an "intact" version of it, but the whole structure is based on the principle of an O'Neill cylinder.
Maël and Lucas then reworked the composition in the level by rearranging each available debris with portal (depth fog) cards.
https://www.artstation.com/mael_briffa
https://www.artstation.com/lucasterryn
The other artists in the IXION team :
https://www.artstation.com/kelis
https://www.artstation.com/valentin_coupe
https://www.artstation.com/ghizbot
Vertex color driven damaging shader. It uses a break up texture generated with JSplacement to get some "tech" hull features.
Working in Unity with the same principle, it was then easy to go back and forth for each alteration.
The first layout I did in Unity while animating this shot for the trailer. The colorimetry was not yet set in stone.
In the end, the cold blue environment will be used earlier in the game while this whole system is immersed in a dusty green tone.