METROID : SPACE HUNTER RIDLEY & METROID LARVA

2025

Role: Art Direction / Principal Artist (Character / Environment)

RIDLEY

Although only briefly shown at the end of the gameplay demo, it was clear early on that any reinterpretation of Super Metroid’s opening wouldn’t feel complete without Ridley. His model draws heavily from the original sprite artwork, while incorporating stronger avian and reptilian characteristics to enhance his physical presence. Even with limited screen time, it was important to convey a clear sense of menace and raw, instinctive aggression, ensuring that his appearance carried weight and left a great impression.

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Unreal Engine

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High Poly Base

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Gameplay Model

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In-Game

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METROID LARVA

The other essential character for the gameplay demo was, of course, the baby Metroid. Introduced in the opening moments of Super Metroid , its cries echo through the lab amid the fallen scientists, immediately establishing the game’s tone and emotional stakes. Including it here felt natural and necessary, as its presence plays such a pivotal role in defining the atmosphere from the very beginning.

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Unreal Engine

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High Poly Base

The final element needed to properly support the larval Metroid was the containment room and machinery seen in the opening of Super Metroid . I integrated this space directly into the level, positioning it as a dramatic reveal when the player enters the final science module. Inside, the larva hangs suspended in its containment tank, surrounded by fallen scientists and an unnervingly still environment, illuminated only by the cold glow of machines left running.

What always stood out to me was the contrast between the Metroid’s small, fragile form and the immense consequences tied to its existence. I aimed to reinforce that contrast through the scale and cavernous design of the room, emphasizing both its vulnerability and its significance. For a closer look at how this space was built, be sure to check out the environment breakdown.

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