METROID : SPACE HUNTER SAMUS'S GUNSHIP

2025

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

Samus has piloted several different gunships over the course of her adventures, but the one most iconic and memorable to me is the version associated with Metroid II: Return of Samus and, especially, Super Metroid . While it was not directly pilotable in the gameplay demo, it served as a prominent focal point in the opening docking bay scene. Because of its visual and contextual importance, it required a fully realized model that faithfully reflected the original source material. Just as importantly, the model needed to be accurate in scale—both in relation to Samus herself and to the surrounding docking bay environment—to ensure it felt believable and properly integrated into the scene. This meant scaling it up a bit to make sense the ship having a bit of room for a cockpit, cargo and anything else Samus may require.

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Unreal Engine

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High Poly Base

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Gameplay Model

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Gunship Reference

For many years, our only clear views of Samus’s ship came from its original appearance in Metroid II: Return of Samus on the Game Boy. It was shown not only within the game itself, but also in a beautifully illustrated rendering in the instruction manual. I still remember saving up to buy the game as a kid and spending hours studying that artwork. Even with the technical limitations of the hardware, the manual’s illustration conveyed a strong sense of form and presence, helping define the ship’s identity and leaving a lasting impression.

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Metroid 2: Return of Samus Gameboy sprite art.

"STAR SHIP" Artwork illustrated by Hiroyuki Kimura.

In Super Metroid , the sequel and conclusion to the original Metroid trilogy, Samus’s gunship was not only reintroduced in full 16-bit detail, but also presented from new cinematic perspectives. For the first time, players could see the ship from the front during landing sequences and from behind as its engines powered up, giving it a much stronger physical presence and identity.

This iteration of the gunship always stood out to me because its design feels closely aligned with Samus’s Power Suit. The ship’s broad, rounded forms echo the mass and silhouette of her shoulder armor, while elements of the cockpit and forward structure subtly resemble the contours of her visor and helmet tubing. These visual parallels help reinforce the idea that the ship is an extension of her character and technology. Because of this cohesion in form and design language, this version of the gunship served as my primary source of inspiration. This version also introduces the 3 large gravitational domes on the craft's underside.

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Super Metroid for the SNES sprite art.

Samus's Ship Artwork illustrated by Nintendo's internal R&D1 art team.

It’s important to honor the original source material while still bringing a personal perspective to the design. I drew heavily from the established visual language, then refined and adapted elements in ways that felt appropriate for this interpretation of Metroid. Having such a strong and recognizable legacy to reference provided a solid foundation, and it was especially rewarding to build upon that history while contributing my own creative viewpoint.

In Game Shots

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Chozo gunship glyph.