Level designers needed large shapes to divide the location into different zones. At the same time, we want Mars to look colonized, not lifeless! Therefore, large buildings, kill two birds with one stone.

In our first location, other large buildings reflect the purpose of the existence of the colony (mining of ares) and make the location more interesting. The processing plant was created as a peaceful structure in which the processing of ares, the valuable mineral that had been once found in the depths of Mars, took place. Now it is covered with sand and has become a silent participant in warfare.

When creating the atmosphere of colonized Mars in the grip of war, our artists face a difficult task — to make realistic buildings of the future that survived the years of daily exploitation and the crisis of war.