METROID : SPACE HUNTER ENVIRONMENT BUILD

2025

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

The gameplay demo focused on a more fully realized interpretation of the opening level from Super Metroid : the interior of Space Colony Ceres. In the original, it serves as a brief introduction, guiding the player through a small network of corridors before ending in a boss encounter.

With Space Hunter , the goal was to reimagine this space in a more cinematic way—creating an environment that encourages exploration while immediately establishing the tone, tension, and story to come.

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BUILD APPROACH

After completing the initial creative blockout and defining the types of spaces and rooms that would be engaging to move through, it became clear that I needed an efficient approach to assembling the environment. The goal was to create a wide range of visual variety while keeping the number of textures and materials as streamlined as possible.

Reviewing the blockouts, I set a challenge for myself: to build as much of the environment as possible using a single texture atlas. This approach not only encouraged efficiency, but also ensured visual consistency across the space, while still allowing enough flexibility to keep the environments interesting and visually compelling.

After careful planning and refinement, the environment was built primarily using a single 4K texture set consisting of Diffuse (with alpha), Normal, and Roughness/Metallic maps. This approach helped minimize texture draw calls while still supporting the majority of the environment’s visual needs. Downsizing that base as needed for what was appropriate to the applied object.

The diffuse map was intentionally kept in a lighter, neutral tone to allow for greater flexibility later on. This made it easier to layer emissive and masking textures, enabling tintable color variations and dynamic lighting accents that added visual variety without requiring additional base materials.

Base atlas material on a plane via unreal to help refine and guide during the build process.

Squint and you can probably find a part/piece you could use :)

ATLAS IMPLEMENTATION

I focused on creating as many modular elements as possible to maximize flexibility and give myself room to build visual variety while relying on minimal resources. Working primarily from the base atlas sheet—which was continuously refined as needed—I was able to establish a strong library of foundational building blocks that made it possible to assemble the environment quickly and efficiently.

Throughout the process, I maintained a consistent tile size standard. This scale guided everything from character height and spatial proportions to props and lighting volumes, ensuring cohesion across all aspects of the environment as development progressed. Overall, it's a tileset using a single atlas. Push it as far as you can :)

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Walls tended to be built from simple to complex based on the area or need. But always used the initial atlas as a start. Eventually some had decal trim or sheeting added.

Under grated lighting was added to give additional accent to areas where needed. Trim pieces also added as props but also using the base altas.

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Models flipped upside down for viewing. Approach for ceilings was to always make them feel layered with the few exceptions near more of the administrative areas.

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For secondary structural elements—such as stairs, doorways, and larger mechanical components—I relied heavily on the primary texture atlas whenever possible. This helped maintain visual continuity and ensured these features integrated seamlessly with the rest of the environment while preserving the efficiency of the overall material workflow.

As development progressed, there were instances where unique forms and structural elements were needed beyond the capabilities of the standard modular tileset. In these cases, custom assets were created while still leveraging the base atlas material. This approach preserved visual consistency and efficiency, while allowing for more distinctive shapes that helped keep the environment visually engaging.

Another specific example of a unique room created using the primary atlas were the airlock rooms found throughout the space station which were used to help transition between areas.

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PROP CREATION

With a solid set of foundational pieces in place, the base blockout allowed the environment to come together quickly. From there, the focus shifted to supporting the narrative through set dressing. This involved creating props to define each gameplay space, including docking bays, cargo holds, labs, command centers, maintenance tunnels, and the central science module.

I stayed focused on getting the most out of a limited number of materials and textures, but also introduced unique assets when needed to help key areas feel complete, believable, and visually engaging.

Spread of different set dressing assets using the main atlas material along with some color variation. Tried to avoid any "red barrels" as not to confuse the player that they should explode.

Began creating groups of baked "atlas" props for more complex objects such as stacked shelves, cargo dollys and piles of junk where needed.

Various cargo crates of different sizes and massing along with different material instanced color variation.

Science computer terminals, monitors and kiosks found throught the space colony with scrolling and flickering screens to help give more movement to the area.

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Monitor screens created in a way that they could be swapped out for various states and areas such as a danger alert to also help with mood lighting and tone.

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Top Left: Medical Screens, Top Right: Danger/Alert Mode Screens, Bottom Left: Engineering Screens, Bottom Right: Science/Navigation Screens and animated screen example.

ENVIRONMENT EXAMPLES

Here are some examples of the combination of all the above assets and approach in combination with lighting and FX that made it into the alpha build of the game.

CERES DOCKINGBAY & BOARDING UMBILICAL TUNNEL

ADMINISTRATION / OPERATIONS CENTER / LIFT STATION 7

JUNCTION TUNNEL / STAIRWELL / SCIENCE CENTER VAULT ENTRANCE

SCIENCE CENTRAL LAB

SUMMARY

In the end, the environment came together through a focused approach built on efficient poly use, a modular foundation, and pushing a single atlas material as far as possible before introducing additional assets where needed. Thoughtful set dressing, intentional lighting to set the mood and layered detail of set dressing helped bring depth and believability to the Ceres space station, expanding it beyond what was technically possible in the original game while offering a fresh interpretation.

The goal was to create a version of Ceres that felt cinematic while remaining true to the spirit of Metroid. Drawing inspiration from the grounded, atmospheric tone of influences like the Alien franchise, this reinterpretation aimed to present the space as functional, immersive, and mature—honoring its origins while reimagining it through a modern lens.

To see all this in motion, please check out the actual GAMEPLAY MOVIE .

SEE YOU NEXT MISSION!

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Obligatory "AKIRA" cinematic shot.