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IXION | AVS-Class Etemenanki wreckage

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

The Etemenanki debris field as seen in Unity.

The Etemenanki debris field as seen in Unity.

The first prototype I modelled roughly, trying to figure out how to proportion the whole thing.
I then tried an iteration focused on the cylindrical structure, which I dismantled to start working on a destroyed base.

The first prototype I modelled roughly, trying to figure out how to proportion the whole thing.
I then tried an iteration focused on the cylindrical structure, which I dismantled to start working on a destroyed base.

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 full scene with vertex color pass to drive the damage. Maël Briffa has reorganised each part to avoid repetition in the level ingame.

The full scene with vertex color pass to drive the damage. Maël Briffa has reorganised each part to avoid repetition in the level ingame.

Etemenanki small debris, decals and trim textures.

Etemenanki small debris, decals and trim textures.

Inner dead city and structural beams textures.

Inner dead city and structural beams textures.

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.