Terrorarium: Gardener's ship bridge
The bridge of the Gardener's ship. A warm, welcoming space where most of the Terrorarium story is told.

The bridge of the Gardener's ship. A warm, welcoming space where most of the Terrorarium story is told.

The direction for the ship bridge was like a kind old grandmother's home, but set in a UFO.

The direction for the ship bridge was like a kind old grandmother's home, but set in a UFO.

Everything form the hand drawn wallpaper design, to the Victorian-era flower illustrations was created or selected to communicate the gardener's personality and atmosphere.

Everything form the hand drawn wallpaper design, to the Victorian-era flower illustrations was created or selected to communicate the gardener's personality and atmosphere.

Each section of the bridge can communicate it's purpose from any angle, a specific design goal for communicating clearly in the cinematics.

Each section of the bridge can communicate it's purpose from any angle, a specific design goal for communicating clearly in the cinematics.

The pursuit of gardening drives the Gardener, so subtle details where designed with plant imagery.

The pursuit of gardening drives the Gardener, so subtle details where designed with plant imagery.

Despite only being used a handful of times, I designed and placed the teleporter like a microwave. A piece of technology that is very powerful, but also just a regular part of every day life to the characters in the game.

Despite only being used a handful of times, I designed and placed the teleporter like a microwave. A piece of technology that is very powerful, but also just a regular part of every day life to the characters in the game.

Though the airlock is rarely shown, I designed it with daily use in mind. It functions as the main entryway, by looking like the natural exit it creates a flow to the environment, and makes the room more relatable to players.

Though the airlock is rarely shown, I designed it with daily use in mind. It functions as the main entryway, by looking like the natural exit it creates a flow to the environment, and makes the room more relatable to players.

The ladder leading to the Terrorarium below, with illustrations of plants above.

The ladder leading to the Terrorarium below, with illustrations of plants above.

The completed bridge is a key narrative location, built form the ground up to communicate the gardener's personality and the world she lives in.

The completed bridge is a key narrative location, built form the ground up to communicate the gardener's personality and the world she lives in.

The bridge of The Gardener's ship was used to express her personality, through the visual style of the game. I had a lot of freedom form the team at Stitch Media to build a very unique environment, while focusing on their goals for the character. We put a lot of attention into the look: the colours, and texture above all where each designed for specific ques in the Gardener's personality.

My own influence most strongly shines through in the layout of each element. Through the shot list for the game cinematics I knew the needs of each scene. From the first vertex, position and framing possibilities where core to the design. Each element has it's own section of the bridge, using a circular arrangement we could have easy to follow shot continuity.