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Gaianexa Map

This is a mod map for Ark: Survival Evolved. Gaianexa or "Respawned" was an Ark map that I got an idea for in 2017. The "Extinction" DLC had just come out and I was feeling sad at how final that name sounded, and suddenly the whimsical fantheories in my head went wild. The name "Respawned" came to me before the stories. The next thing I knew I wanted was the visuals in my head. Giant alien jungles, riding bugs, ocean life in the sky, a shallow sea you can build in and live on... I wanted it to have the vibes of an 80's cartoon like He-Man or She-Ra and set on a living Ark that had grown like some kind of giant space coral out of a dead ark from a symbiosis between nanites and Element - with the consciousness of the resurrected Overseer computer. I wanted there to be a sense of factions - with certain benefits and restrictions built on how tribes progress and advance on the map.
Here, I've dumped most of my ideas, because it's a fan-project, and it's a mod that I can't really monetize, or call truly my own. Additionally, it's going to take me a bit to resume this project in earnest. Therefore, it will benefit me more to share some spoilers about this project and why I'm so excited. However, the actual endgame and final boss stuff, and main storyline, I will keep secret!

Here is an overview of the various "worlds" in this massive map so far.

Here is an overview of the various "worlds" in this massive map so far.

This is my first crack at imagining this map. I created the heightmap, splat maps, with Photoshop, Wilbur, World Machine, and then compiled them in Photoshop to create this colored 2D map.

This is my first crack at imagining this map. I created the heightmap, splat maps, with Photoshop, Wilbur, World Machine, and then compiled them in Photoshop to create this colored 2D map.

After making the map I dove into concepting. I have blurred the mood-board images that I didn't draw myself. Except for the scene from Labyrinth and the random picture of coral. I wanted to reference vibes of Nausicaa, the art of Pip and Pop, 80's sci  fi

After making the map I dove into concepting. I have blurred the mood-board images that I didn't draw myself. Except for the scene from Labyrinth and the random picture of coral. I wanted to reference vibes of Nausicaa, the art of Pip and Pop, 80's sci fi

This is my first rendition of the map zones - before I was sure on the terrain.

This is my first rendition of the map zones - before I was sure on the terrain.

It was for this project that I began editing terrain in ZBrush. I intended to extract more detailed heightmap tiles by creating new subtextures, zooming in and rendering them with depth-passes.

It was for this project that I began editing terrain in ZBrush. I intended to extract more detailed heightmap tiles by creating new subtextures, zooming in and rendering them with depth-passes.

Once we cooked out a test for the first version of the terrain, we found the scale that we liked and worked for us. Everything in sight is "The Badlands" zone.

Once we cooked out a test for the first version of the terrain, we found the scale that we liked and worked for us. Everything in sight is "The Badlands" zone.

Once we began to apply the splat maps for the basic textures in the kit, the organic detail of the map began to really shine.

Once we began to apply the splat maps for the basic textures in the kit, the organic detail of the map began to really shine.

This is my latest rework of the map. It's meant to include more variety of organic patterns and differentiation between the terrain of each zone. Spoilers about the lore in this map are included and an edited version is on the way.

This is my latest rework of the map. It's meant to include more variety of organic patterns and differentiation between the terrain of each zone. Spoilers about the lore in this map are included and an edited version is on the way.

I installed Substance Designer to create custom materials in 2019. This was a fantastic experience, and I am so excited to see what I could do now for these environments.

I installed Substance Designer to create custom materials in 2019. This was a fantastic experience, and I am so excited to see what I could do now for these environments.

This is a moodboard for the lush areas of "The Surface" world, using generative references. These are only for reference.

This is a moodboard for the lush areas of "The Surface" world, using generative references. These are only for reference.

When I began to revisit the terrain I created a blockout of The Underworld and Surface maps.

When I began to revisit the terrain I created a blockout of The Underworld and Surface maps.

I further began to work on the blockout of the world in ZBrush, to help me visualize it. I believe I'll shrink the massive spikes that encase the atmospheric dome.

I further began to work on the blockout of the world in ZBrush, to help me visualize it. I believe I'll shrink the massive spikes that encase the atmospheric dome.

I have dozens of organic and fractal textures that I've transfered onto the original heightmap I drafted, to combine in the final map. I created them from my own fluid art, generated fractals, hand drawn textures, rendered textures in ZBrush, and photos.

I have dozens of organic and fractal textures that I've transfered onto the original heightmap I drafted, to combine in the final map. I created them from my own fluid art, generated fractals, hand drawn textures, rendered textures in ZBrush, and photos.

This map will guide me in creating meshes I'm calling the "bones" of the surface - usable as roads that bridge zones.

This map will guide me in creating meshes I'm calling the "bones" of the surface - usable as roads that bridge zones.

I began blocking out massive terrain pieces for The Underworld. This is a zone called "The Stomach."

I began blocking out massive terrain pieces for The Underworld. This is a zone called "The Stomach."

A closer inspection of "The Stomach" asset. That red growth is intended to be large enough to build a fairly large base on.

A closer inspection of "The Stomach" asset. That red growth is intended to be large enough to build a fairly large base on.

I used a render to create a concept in Photoshop and ZBrush of "The Stomach" terrain asset.

I used a render to create a concept in Photoshop and ZBrush of "The Stomach" terrain asset.

This is a massive terrain asset that I created to be a part of The Underworld biome's walls.

I've uploaded this to another place in my portfolio but I am sharing here again so the asset and it's textures can be examined.

A partial taming mechanic rework, based on the map's lore.

A partial taming mechanic rework, based on the map's lore.

This is some freewriting I did on the lore. A bit of an infodump, but this was part of my creative process.

This is some freewriting I did on the lore. A bit of an infodump, but this was part of my creative process.

Item and crafting progression - based on the real ages of civilization, leading up to the lore specific to this map.

Item and crafting progression - based on the real ages of civilization, leading up to the lore specific to this map.

Dino Hoarders' - "Moar Creatures!" is a part of the Dino Hoarders' mod project, which adds new creatures, but lore-wise, they are meant to be a part of this map. This is a photobash compiled in Photoshop of many generative images with hand-painted touches

Dino Hoarders' - "Moar Creatures!" is a part of the Dino Hoarders' mod project, which adds new creatures, but lore-wise, they are meant to be a part of this map. This is a photobash compiled in Photoshop of many generative images with hand-painted touches