Website powered by

PHANTOM COVERT OPS: The Base Installation

Voldat’s naval coastal defences are broad and heavily established. Phantom's Voldat incursion happens miles inland, within the smaller tributaries of the rivers delta.
---------------
The base is the heart of Zhruov’s operation, all was air lifted in and orchestrated from the newly established comm' towers, hidden safely behind the dock walls.
---------------
The approach takes you through the outer boundaries of the old cold war era infrastructure, now ruined, flooded and derelict. The remnants of a 60's Soviet, concrete, facility now lies in partial ruins, but serves as a solid defence and foundation for Zhurov's modern 90's Prefabricated installation.
---------------
The story and aesthetic allows for bold strong geometric structures to contrast with modern, metallic, modular prefabrication structures. The noir, back-lit lighting style combined with this form offers legibility in gameplay, silhouettes, boosts the tension, mood and theatrics, whilst allowing for a viable and faithful translation to both Hi-end PC and mobile VR rendering.

"Insurgence"

An inland drop zone exploits the lack of defence systems and patrol diligence, ideal for narrative and player acclimatisation. 

The border of the forest transitions you from an organic setting to more intricate architectural one.

"Insurgence"

An inland drop zone exploits the lack of defence systems and patrol diligence, ideal for narrative and player acclimatisation.

The border of the forest transitions you from an organic setting to more intricate architectural one.

"Narrative through exploration"

We needed to present scenarios that unfolded both in gameplay and narrative terms.  

It was challenging to get the player close to land based action, whilst considering player cause and effect situations.

"Narrative through exploration"

We needed to present scenarios that unfolded both in gameplay and narrative terms.

It was challenging to get the player close to land based action, whilst considering player cause and effect situations.

"Contextualising the base and waterways"

The enemy’s presence, infrastructure and water-based activities needed to be believable and practical. 

100's of concepts exploring context, setting and interaction were utilised by the design and env’ teams.

"Contextualising the base and waterways"

The enemy’s presence, infrastructure and water-based activities needed to be believable and practical.

100's of concepts exploring context, setting and interaction were utilised by the design and env’ teams.

"Choice and concequence"

The comms base is the most densely populated area.

In contrast to its natural borders, this target rich, intricate environment with its epic sense of scale, offers much player choice to maximise the amount of enemy disruption.

"Choice and concequence"

The comms base is the most densely populated area.

In contrast to its natural borders, this target rich, intricate environment with its epic sense of scale, offers much player choice to maximise the amount of enemy disruption.

"Escalation"

Once out of the safety of the forest, the base brings you close to the action and danger.

Stealth is best, but when the situation escalates, you have the tools to improvise.

"Encounter"

The levels were conceived and created as a series of encounters, each with multiple routes, options or methods in order to overcome. 

Here's is a classic composed presentation of an encounter, diligence with observation is always rewarded.

"Encounter"

The levels were conceived and created as a series of encounters, each with multiple routes, options or methods in order to overcome.

Here's is a classic composed presentation of an encounter, diligence with observation is always rewarded.

"Voldat's bordering forest" 

Voldat's incursion DZ is situated miles inland, away from enemy patrols and sensors.  

Small tributaries and the cover of forest and darkness offer the perfect infiltration opportunity.

"Voldat's bordering forest"

Voldat's incursion DZ is situated miles inland, away from enemy patrols and sensors.

Small tributaries and the cover of forest and darkness offer the perfect infiltration opportunity.

"Comms Dish"

A remnant of the original facility and a key visual for the aesthetic throughout Phantom.  

Although the dish formed its own encounter and key art piece once, it was later reused as one of the very first structures visible via the DZ.

"Comms Dish"

A remnant of the original facility and a key visual for the aesthetic throughout Phantom.

Although the dish formed its own encounter and key art piece once, it was later reused as one of the very first structures visible via the DZ.

"Remnants of the past and pre-fab's of the new"

The original 50's - 60's era facility was brutalist in form and contraction. Solid, bold, large, legible shapes. 

Zhurov’s modern reclamation and infrastructure was pre-fab, metallic and trellis in form.

"Remnants of the past and pre-fab's of the new"

The original 50's - 60's era facility was brutalist in form and contraction. Solid, bold, large, legible shapes.

Zhurov’s modern reclamation and infrastructure was pre-fab, metallic and trellis in form.

"Brutalist Socialist Architecture"

This style made for a great aesthetic that scaled both Hi-end PC whilst maintaining a faithful mobile recreation. 

Visually imposing for tone and mood, yet technically savvy for hardware and rendering.

"Brutalist Socialist Architecture"

This style made for a great aesthetic that scaled both Hi-end PC whilst maintaining a faithful mobile recreation.

Visually imposing for tone and mood, yet technically savvy for hardware and rendering.

"Production Sketches"

Examples of both eras’ architecture being explored via quick production sketches. 

These fast turnaround sketches were vital in enabling our Env' team to create a coherent, consistent and believable world, all from a Kayak's POV.

"Production Sketches"

Examples of both eras’ architecture being explored via quick production sketches.

These fast turnaround sketches were vital in enabling our Env' team to create a coherent, consistent and believable world, all from a Kayak's POV.

"Interaction, tension and effect"

The 1:1 core back bone to Phantom is slowly introduced. 

Here we see your first close quarters encounter with the enemy. Proximity is close, tension run high.   

These hi-tension moments make for great, memorable VR.

"Interaction, tension and effect"

The 1:1 core back bone to Phantom is slowly introduced.

Here we see your first close quarters encounter with the enemy. Proximity is close, tension run high.

These hi-tension moments make for great, memorable VR.

"Pacing and pressure points"

VR is an emotional amplifier. it was vital we struck an intentional balance between hi-tension and de-escalation. 

The spacing and emotions felt between encounters are key, feeling unpressured in the world around you.

"Pacing and pressure points"

VR is an emotional amplifier. it was vital we struck an intentional balance between hi-tension and de-escalation.

The spacing and emotions felt between encounters are key, feeling unpressured in the world around you.

"Stay back, stay back!"

In deep contrast to the more player-initiated exploration moments Phantom ups the ante by placing you in hi-stakes, confined spaces. 

Testing your metal as a hardcore a stealth espionage expert.

"Stay back, stay back!"

In deep contrast to the more player-initiated exploration moments Phantom ups the ante by placing you in hi-stakes, confined spaces.

Testing your metal as a hardcore a stealth espionage expert.

"The looming threat"

Early missions prelude to the possibility of arial attack. 

Currently unaware of your presence, like a predator the Hyper-Hind is patrolling its territories.

"The looming threat"

Early missions prelude to the possibility of arial attack.

Currently unaware of your presence, like a predator the Hyper-Hind is patrolling its territories.

"The old Base"

Intact original 60s architecture surrounds the base, away from the original blast zone.  

These areas are still utilised by enemy forces for logistics, fuel, and passage. 

It is here the tactical kayak maximises guerrilla tactics.

"The old Base"

Intact original 60s architecture surrounds the base, away from the original blast zone.

These areas are still utilised by enemy forces for logistics, fuel, and passage.

It is here the tactical kayak maximises guerrilla tactics.