Matt Murch: 3D Art logo on a soft orange gradient

Terrorarium: Gardener’s ship bridge

Matt Murch: 3D Art logo on a soft orange gradient
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The bridge of the Gardener’s ship. A warm, welcoming space where most of the Terrorarium story is told.

Matt Murch: 3D Art logo on a soft orange gradient
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The direction for the ship bridge was like a kind old grandmother’s home, but set in a UFO.

Matt Murch: 3D Art logo on a soft orange gradient
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Everything form the hand drawn wallpaper design, to the Victorian-era flower illustrations was created or selected to communicate the gardener’s personality and atmosphere.

Matt Murch: 3D Art logo on a soft orange gradient
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Each section of the bridge can communicate it’s purpose from any angle, a specific design goal for communicating clearly in the cinematics.

Matt Murch: 3D Art logo on a soft orange gradient
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The pursuit of gardening drives the Gardener, so subtle details where designed with plant imagery.

Matt Murch: 3D Art logo on a soft orange gradient
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Despite only being used a handful of times, I designed and placed the teleporter like a microwave. A piece of technology that is very powerful, but also just a regular part of every day life to the characters in the game.

Matt Murch: 3D Art logo on a soft orange gradient
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Though the airlock is rarely shown, I designed it with daily use in mind. It functions as the main entryway, by looking like the natural exit it creates a flow to the environment, and makes the room more relatable to players.

Matt Murch: 3D Art logo on a soft orange gradient
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The ladder leading to the Terrorarium below, with illustrations of plants above.

Matt Murch: 3D Art logo on a soft orange gradient
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The completed bridge is a key narrative location, built form the ground up to communicate the gardener’s personality and the world she lives in.

Roles: Modeler, Cinematographer, Director, Texture Artist, Material Artist, Animator, Look Developer, Concept Artist

The bridge of The Gardener’s ship was used to express her personality, through the visual style of the game. I had a lot of freedom form the team at Stitch Media to build a very unique environment, while focusing on their goals for the character. We put a lot of attention into the look: the colours, and texture above all where each designed for specific ques in the Gardener’s personality.

My own influence most strongly shines through in the layout of each element. Through the shot list for the game cinematics I knew the needs of each scene. From the first vertex, position and framing possibilities where core to the design. Each element has it’s own section of the bridge, using a circular arrangement we could have easy to follow shot continuity.

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