METROID : SPACE HUNTER SAMUS ARAN
2025

No Metroid project would be complete without its iconic heroine, Samus Aran . The development of Samus’s character model began as part of an ambitious CG film concept, where the focus was placed on creating a highly detailed, cinematic-quality asset. When the project transitioned into a game, the model had to be fundamentally reworked—evolving from a purely cinematic piece into a fully functional in-game character capable of performing reliably across both gameplay and cinematic sequences.



Unreal Engine





High Poly Base

Gameplay Model

Samus Reference
When approaching this model, I quickly realized that interpretation ultimately comes down to personal style and perspective. Samus Aran’s armor has been reimagined countless times over the decades, each version carrying its own identity while remaining iconic. Beyond the character herself, the broader visual language of science-fiction armor—across film and video games—has continually evolved, often influenced by contemporary military design and real-world engineering principles.
With that in mind, I began this project with several core visual benchmarks that felt essential to establish before I could confidently move forward with the design. These guiding principles shaped how I interpreted the suit’s structure, functionality, and presence, ensuring that my version felt both authentic to the legacy of Metroid and grounded within a cohesive sci-fi aesthetic. Style is very personal, which is why for this project I adored pulling from what I felt true.




Metroid 2 : Return of Samus Gameboy Manual Art
Art by: ?
Game Players Vol .7 No. 5
May 1994
Art by: ?
Advertisement for Super Metroid
Art by: Benimaru Itoh
Advertisement for Super Metroid
Art by: Andrew Jones


Metroid for the NES
JUSTI N BAILEY
Samus's base armor from Metroid, Metroid 2, Super Metroid, Metroid Prime and Metroid Zero Mission.
Always want to respect the source material while also giving it your own personal flair. Took alot of the above established looks and just reworked it for what made sense to me for this version of Metroid. In the end it was wonderful to have such a legacy to pull from and then to just add my own personal take to it.

This was an early concept I created when the project was intended solely as a CG piece. At that stage, the Varia Suit featured more exaggerated proportions.
Once the direction shifted toward building a real-time, in-engine model, I reworked the design to align more closely with the opening armor from Super Metroid , refining the proportions to feel more practical and anatomically grounded.
In Game Shots






See you next mission <3