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Jumpgate Evolution ships and concept art

A smattering of game assets I created while working on Jumpgate: Evolution in 2008-2011. Near the end of development, we had over 300 flyable ships and nearly 100 fully-populated systems to explore. Unfortunately, the project never launched. Always fun to go back and look at all the (now, very low-poly) assets I made.

Key art image created to inspire the direction of the Solrain faction in the game.

Key art image created to inspire the direction of the Solrain faction in the game.

Concept art for a medium-fighter ship for the Solrain faction. Their ships took design cues from sports cars.

Concept art for a medium-fighter ship for the Solrain faction. Their ships took design cues from sports cars.

Hyperial capital ship. Windows on the side of this alien ship exposed a rotating power shaft that ran the length of the ship.

Hyperial capital ship. Windows on the side of this alien ship exposed a rotating power shaft that ran the length of the ship.

The ancient Amanath race, though now extinct, had drones and automated giant patrol ships that were a major force for players to contend with.

The ancient Amanath race, though now extinct, had drones and automated giant patrol ships that were a major force for players to contend with.

A corvette-class Solrain ship. We were still debating whether players would be allowed to fly these.

A corvette-class Solrain ship. We were still debating whether players would be allowed to fly these.

A concept for the parasitic Conflux's 'giant space squids' that invaded the galaxy.

A concept for the parasitic Conflux's 'giant space squids' that invaded the galaxy.

Finalized logos (+embellishment) for each of the factions: Solrain, Octavius, and Quantar.

Finalized logos (+embellishment) for each of the factions: Solrain, Octavius, and Quantar.

Ending shot from an Octavius-faction themed trailer where I built all of the pre-rendered animations/scenes.

Ending shot from an Octavius-faction themed trailer where I built all of the pre-rendered animations/scenes.

Near the end of the project, we were finally getting around to conceptualizing what the faction-specific cockpits would look like. It was fun to fly around with. The struts/supports had to be thin so that 1st-person players wouldn't be at a disadvantage.

Near the end of the project, we were finally getting around to conceptualizing what the faction-specific cockpits would look like. It was fun to fly around with. The struts/supports had to be thin so that 1st-person players wouldn't be at a disadvantage.

A small light Hyperial (non-player faction) fighter. These were quick and small - making them hard to hit. One ship was a minor nuisance, but a small group could be devastating.

A small light Hyperial (non-player faction) fighter. These were quick and small - making them hard to hit. One ship was a minor nuisance, but a small group could be devastating.