Corpus Crewship

I did the Level Design for the interior spaces of the Corpus Crewships (Taro Crewship in game) for the Corpus Proxima update of Warframe.

The Crewship is a vertical ship, with a Reactor hidden beneath it's floor. There are 3 Variations to the room, using the same core architecture across all three. The variation comes in the objective to reveal the reactor, and the art assets populating the room + theming.

Below are the Screenshots of the Final Release version that went live, followed by some earlier process work and CSG + Rough Art Iterations.

I was responsible for Level Design, block outs, basic lighting and gameplay scripting of the Reactor and other objectives inside the ship.

Environment Artist Sarah Cole-Megaro did the Artwork.
https://www.artstation.com/sarahcolemegaro

Final release version of the central area.

Final release version of the central area.

Additional angle of the central area.

Additional angle of the central area.

Final Release of the Reactor after it has been raised and exposed for destruction.

Final Release of the Reactor after it has been raised and exposed for destruction.

Final Release of the lower floor, prior to the Reactor being exposed.

Final Release of the lower floor, prior to the Reactor being exposed.

Cargo Variation of the Level. The Objective in this version, is to access vents in the ceiling to raise the reactor.

Cargo Variation of the Level. The Objective in this version, is to access vents in the ceiling to raise the reactor.

Salvage Variation of the LevelThe Objective in this version, is to release the salvage using the panels, causing it to fall and smash the locks protecting the Reactor.

Salvage Variation of the LevelThe Objective in this version, is to release the salvage using the panels, causing it to fall and smash the locks protecting the Reactor.

Robot Transport Variation of the Level. The Objective in this version, is to access panels around the Reactor, causing them to pivot 3 claw arms (which are blocking the Reactor) out of the way.

Robot Transport Variation of the Level. The Objective in this version, is to access panels around the Reactor, causing them to pivot 3 claw arms (which are blocking the Reactor) out of the way.

Various Notebook sketches from the various iterations and feedback sessions. Oldest to New from Left to Right.

Various Notebook sketches from the various iterations and feedback sessions. Oldest to New from Left to Right.

Worked with Environment Artist Sarah Cole-Megaro for proof of concept block in. This was after several passes of CSG Grey Box.

Worked with Environment Artist Sarah Cole-Megaro for proof of concept block in. This was after several passes of CSG Grey Box.

Worked with Environment Artist Sarah Cole-Megaro for proof of concept block in. This was after several passes of CSG Grey Box.

Worked with Environment Artist Sarah Cole-Megaro for proof of concept block in. This was after several passes of CSG Grey Box.

Early CSG Blockout of the Crewship. In the Early Version, the Reactor had it's own room above the rest of the level, that players had to Parkour their way up to.

Early CSG Blockout of the Crewship. In the Early Version, the Reactor had it's own room above the rest of the level, that players had to Parkour their way up to.

Early CSG Blockout of the Crewship. Early on, it was very compact and had rotating cargo in the middle as a traversal obstacle.

Early CSG Blockout of the Crewship. Early on, it was very compact and had rotating cargo in the middle as a traversal obstacle.

Early CSG Blockout of the Crewship.

Early CSG Blockout of the Crewship.

Early Gameplay of the First Pass Reactor Area.

Early Gameplay of the First Pass Cargo Hold.