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Deliver Us The Moon

Developer
Team Size
Engine
Release Date

KeokeN Interactive

5 - 25 (KeokeN Devs)

Unreal Engine 4

2019

Published By
Genre

Wired Productions

Narrative driven, Third-Person, Action-Adventure, puzzle

ROLE(S)

Level Design

Environment Art

Platforms

PC

Playstation 4

Playstation 5

Xbox One

Xbox Series S/X

Nintendo Switch (2024)

Project Description

"Deliver Us The Moon is a Sci-Fi thriller set in an apocalyptic near future, where Earth's natural resources are depleted. A lone astronaut is sent to the moon on a critical mission to save humanity from extinction."

Responsibilities

Full level design ownership and responsibility for various levels in the game.

Designing and creating blockouts inside UE4 for half of the levels in the game.

● Prototyping gameplay ideas, systems and scenarios.

● Implementing gameplay scenarios, scripted events and level logic using visual scripting (UE4 Blueprints) and available systems.

● Full art passes and set dressing of the levels, evolving them from blockout to final form, working with the art team's modular kits and hero assets.

● Very close collaboration with other departments, being involved in design and implementation of gameplay scenarios and closely working with Narrative to ensure all story elements have a place and any gameplay scenarios or art assets are woven correctly into the narrative.

● Using the Unreal Engine Sequencer to create various cutscenes and cinematic gameplay events.

● Creating mock-ups, art assets and textures for the majority of the in-game UI.

● Recording, editing and creating promotional imagery, marketing materials, storefront images and trailers.

Deliver us the Moon development

I joined KeokeN as they were running a successful Kickstarter campaign. Originally tasked with improving and finishing existing levels and working on new ideas and a focus on creating demos that we showcased at several events like PAX and E3. This led to the Studio signing with Starbreeze Studios as the publisher. This is when production really picked up. The team size increased and we decided to remake most levels from scratch with the increased budget and scope. Towards the original release window Starbreeze went through some restructuring and dropped several projects, including Deliver us the Moon. KeokeN decided to re-acquire the publishing rights and finish the game independently. This was a big hit, which meant we had to finish and release the game with a skeleton crew. This also meant we had to wear several hats, which for me included working on in-game cutscenes, UI visuals and assets, marketing and promotional materials and trailer recording and editing.

We released the game, but with a rather open ending as Deliver us the Moon: Fortuna. This allowed us to then partner with Wired Productions as a new publishing partner. We added a big final level to wrap up the original story in a more satisfying way and also  released the game on Xbox and Playstation as the complete edition in 2019.

(Pre)-Alpha - Blockout and Greybox

Early stage level blockouts and work in porgress.

Final Product

Art Pass and additional UI / Promotional work

The Breach Sequence - Gameplay Scripting development progress

Development progress from first version to final product of a big gameplay sequence in the second level of the game.

Making a game is a big team effort with close collaboration between all departments. Shout out to the entire team at KeokeN and for the level design and work displayed on this page most directly influenced by Bas Dekkers, 3D Environment Artist who created most modular sci-fi kits and hero assets. Gerben Pasjes, Concept Artist. Brian van Schaijk, Level Design. Steff Kempink and Merlin Woudstra for gameplay and system design. Niels Leenders, Narrative Design. Daniel Torkar, Tech Art, Optimization and overall Unreal Expertise. Remco Dazelaar and Weiki Yeh, Programming and Tech.

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