Category Archives: Inside Look

The beauty of UE4: The Crater

Hello all!

Tonight we’re pleased to show you the first public unveiling of Eden Star development in Unreal 4! Our game world is being designed to be expansive, fun to explore, home to rich and diverse environments, opportunities for random encounters, and to be fun to destroy!

Before you see the following images, please be aware that everything you see is a work-in-progress!

As a starting point for the first iteration, and as an environment test, the crater concept was designed. The bowl of the crater provides room to build a base, and provides a sharp contrast to the rough, jagged alien terrain beyond. Of course, this was just a design for the terrain itself, and is completely unpopulated, making it look far more barren than the final area would be.

eden star crater evolution

Most of the assets such as the spikes and shelf rocks are placeholders.

Bear in mind that these are actual in-Engine screenshots with no Photoshop tinkering at all.

Adding vegetation, special areas and features, boulders and other detail came after this.

eden star scrub grass environment test

You can see in these pictures how our level designer and 3d Artists progressed from concept to rough blockout, to the last, filled in and beautiful version. The sky is filled with volumetric clouds, which pick up the light from the sun and moons, adding some beautiful shifting colours as it transitions from day to night.

eden star red forest
eden star red forest

You may recognise this area from another concept piece we released a while ago. That piece was actually a paint-over of one of these sceenshots!

The map itself is 3km2 (1.82 miles2), with the crater being about 80m2 (262ft2) wide. We will be looking at larger areas in future, but for the purposes of testing, this is a good size to work with!

Although the crater looks fantastic, from a level-design perspective, the crater bowl lacked features. We want the player to have a challenging, intriguing, and fun environment from the start, so it was proposed that the crater could be an oasis of sorts. It may come as a surprise to those of you that have followed Eden Star for a while, but we are actually looking at creating forested areas, and other non-desert environment types! We hope this comes as a relief to those of you that have expressed concern that the environments in the pre-alpha lacked diversity.

eden star night paint
eden star green forest environment test
eden star green forest environment test

Please bear in mind that we are still experimenting with the layout and appearance of our environments, so everything you see here is subject to change!

I hope you like what you see, and are looking forward to seeing more tasty Unreal 4 content!

Thanks, and we’ll see you again soon!

Player character modeling – The Pioneer

Greetings, lovely people of the Internet! 

This week I will be showing you one of our Pioneer classes, which are the player characters in Eden Star. There’s initially going to be four? TBC! And this is going to be the character model for one of them.




Beginning a Character Model

When I start a character design I’m often working from a piece of concept art often from our lovely concept artist Gavin Li, who did a recent blog post with one of his speed paints. So usually most of the design work is already done, collaboratively between the two of us.

But you start with broad strokes, you look at the overall form of the character, you want to try and get proportions, silhouette and form established. Then you get progressively more granular, going into smaller and smaller details until it starts to become a realised character design.

There were some points in this process where I’d go back to Gav and say “can we re-concept or add detail to this place?” that weren’t too defined in the original concept, and I’ll screenshot the model and paint over it. There’ll be a back-and forth and we’ll come up with some new details or more features and amendments to the design.

Challenging Aspects of the Character

Whenever you’re modeling a character there are always fiddly bits, hands and fingers I still leave til last. I wouldn’t say I struggle with them, but there are things that are you least favourite bits that you put off the longest. Often times it would be areas you won’t see as much, whenever I’m modelling a character I focus on the areas that will be the most visible. This is a 3rd person character model and we are also going to use it for promo shots so hands and feet are going to be less likely the focal point, you are going to be looking at the face or helmet and upper torso, so that’s where I tend to focus most of my attention. 

Favourite Aspects of the Character

I think probably my favourite bits of the model are the helmet design, initially the helmet was just a visor under a hood. I went back Gav and we discussed some other ideas for the back of the helmet which hadn’t been designed, so when you removed the characters hood it was more detailed. I love what Gav came up with but he gets credit for that. I think the hard surface gauntlet design on the characters left arm was mainly my design, which I’m quite pleased with. We already had the MATA-Tool design very established within the game which had been designed before character and trying to come up with something that contrasted nicely for the other arm, I’m really pleased with the result.

In the end result I experimented a lot with pattern work on the clothing of the character and i think it added a lot of the detail, and a lot of subtle depth to some of the larger areas of the character.

Interpreting Concept Art, and Working Collaboratively

When you are doing a collaboration or working from a piece of concept art there a lot of interpretation because a design is very different on paper than in 3D there’s a lot of interpretation of what lines up to what and how you are going to take it from the page. 

If you are a 2D artist it’s much easier to get your ideas out, but at the same time there are things that don’t quite communicate in the way you had intended in 3D, if they’re taken literally. One of the fun parts is having this great road map of design in the form of concept art and I have to make it work in 3D. Thats an under appreciated part of the process because it means a lot to the quality of the finished piece but at the same time its quite directed because you’re working from an existing design.


Another part of the collaboration is sometimes I will model a design in 3D from scratch and take it back to the concept artist and say “what do you think of this” and get their very different input. Some of our characters have been modeled in this way without concept art or with the concept art coming later along in the process to refine things. We tailor the design process slightly differently from character to character based on its needs.

eden star pioneer 3d model turnaround



Design Futuristic Characters, and Finding Reference 

The thing with designing for sci-fi games set in the future is you will always be referencing present day. When I’m creating sci fi textures, I reference materials used for making outdoor performance clothing. These clothes have the combination of being made for a specific purpose whilst still having to look attractive to sell units . As a result you get this combination of good design and it serving a purpose. Which can be really good as a reference. You are often also doing an amalgamation of things to create new designs. 

One of the things i loved about Deus Ex: Human Revolution was how they combined dystopian sci-fi and renaissance aspects including renaissance fabrics and costume design to create a new aesthetic for their game. 


Other Pioneer Characters

We get asked quite a lot in any of the Pioneer player characters will be female. One of the great things about work in the Unreal Engine is there’s no kind of restriction that would stop us from having female player characters. We are planning at least one of the initial Pioneers to be female. I also have some ideas for another female character class which could be a bit different to the normal stereotype, but more on that in the future. 

Thanks for reading, and remember to keep updated!

The art of Joe Hill

Hi there, I’m Joe – resident jack-of-all-trades Artist, avid gamer and creator of fine rocks.

I’ve ventured onto the blog to show you guys a little of what I’ve been working on over the past couple of months.

As the new guy in the office I was first tasked to produce a small Eden Star-themed Diorama. With this piece I tried to think about the scene as a whole, focusing on composition and colour whilst incorporating organic and hard-surface modelling techniques to create the finished assets, which are rendered using the Unreal Engine.

eden star game art test joe hill

Once I had been ‘inducted’, my rock creating skills were put to the test, creating a series of 3D environment assets to use in the upcoming demo. To get Eden Star’s destructible environment looking awesome, a high degree of teamwork is required to ensure each asset deforms and breaks realistically in-engine. Luckily everyone who works here is amazing and very talented (they made me say that, send help).

eden star rock models joe hill

I’ve long been a huge fan of fantasy 2D artwork, and in particular, fantasy landscapes. As such I’m also really excited to currently be working on some high detail concept images, depicting the rich and varied world of Pharus 7. With these paintings I began with a series of thumbnails, focusing on creating a dynamic composition whilst incorporating various lore-related elements before working up the detail further after studying photo references. These kind of images are great for promoting discussion within the team and exploring different visual ideas quickly without having to create anything in 3D.

eden star environment paintings joe hill

The unique nature of the Eden Star art style has been challenging but incredibly refreshing to work with and as an industry newbie I feel very lucky to be part of its development. I’m also super-excited about showing off the game at Eurogamer in September.

See you there!