Star Atlas | Grandstand, Bleachers & Racing

I wanted to offer a glimpse into the design process behind the creation of the Volant Racetrack. This time less eye-candy and rather a window into my typical art in a production. I really enjoyed my creative freedom, which inspired me to even step into level design. When I discovered that many of my ideas have actually been used in the level, I was super happy!
Art Direction: Marcel van Vuuren

1. Original concept - thousands of individual flying bleachers form a floaty grandstand. Banners flying in the desert winds. Bad luck, that was a bit too advanced, so we went with a classic grandstand.

1. Original concept - thousands of individual flying bleachers form a floaty grandstand. Banners flying in the desert winds. Bad luck, that was a bit too advanced, so we went with a classic grandstand.

Volant Grandstand

Volant Grandstand

In-game

In-game

Full in-game footage

2. Bleachers: very early design ideas for hovering bleachers (green, hexagonal)

2. Bleachers: very early design ideas for hovering bleachers (green, hexagonal)

Early concepts were too noisy and open (and a bit rough for people to relax in harsh, constant desert storms). So lets put a roof on it!

Early concepts were too noisy and open (and a bit rough for people to relax in harsh, constant desert storms). So lets put a roof on it!

So this is what we went with.

So this is what we went with.

Volant style interior

Volant style interior

I wanted to dive a bit deeper. This artwork might not be the best looking, but I wanted to place as many ideas as possible: flying bleachers, bleacher-hubs, bleacher towers, cableways, floodlights, barriers, banners, etc.

I wanted to dive a bit deeper. This artwork might not be the best looking, but I wanted to place as many ideas as possible: flying bleachers, bleacher-hubs, bleacher towers, cableways, floodlights, barriers, banners, etc.

3. Racing: our racetrack was quite flat and dull in the beginning, so I decided to suggest some level design improvements:

3. Racing: our racetrack was quite flat and dull in the beginning, so I decided to suggest some level design improvements:

Tilted racetracks

Tilted racetracks

Almost vertical turns

Almost vertical turns

I even suggested underground routes, but that was a bit too advanced

I even suggested underground routes, but that was a bit too advanced

Pinching the player to narrow passages

Pinching the player to narrow passages

Placing some already designed Volant assets

Placing some already designed Volant assets

In-game footage of the vertical turn