
ONI Central Space Station
Credits for Star Atlas:
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Art Director - Marcel Van Vuuren
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LD - Dane Kubicka
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ENV Art Lead - Ed Denton
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3d Art - Ainsley Langford
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3d Art/ ENV Art - Ethan Pflugh
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Tech Art - Alexander Kovyazin
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Tech Art - Ivan Leon
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Houdini - Oleksandr Kratinov

01
Central Space Station
The Oni Central Space Station is a fully explorable, city-scale environment set in orbit. Every building and structure is accounted for, allowing players to seamlessly fly in from space and land directly at their personal habitation units. All homes—or “habs”—are player-owned, with over 4,200 individual units designed to populate this vast city. Each district incorporates architectural elements inspired by its respective home planet, unified within the massive structure of the space station itself. The first major challenge in its development was establishing a cohesive and functional layout that supported both immersion and performance at this scale.
02
The Layout
This early image shows an initial layout test featuring the hab structures of the Sogmian District—a region inspired by Italian and Roman architectural influences reimagined for an advanced alien civilization. This phase focused on spatial organization and visual identity before transitioning the layout into full 3D development.


03
The Habs
Once the overall layout was finalized and the scale of our habitation units was approved, we began developing the habs themselves. The example shown here is a Tier 1 unit—one of five tiers I designed based on the provided concept art. Each hab includes a fully realized interior featuring a shower, bed, television, and kitchen to create a believable living space. Every sector contains its own variation of these habs, tailored to reflect the distinct artistic direction and architectural identity of that region. Each sector’s visual style differs dramatically, giving the space station a rich and diverse aesthetic.
04
City Planning
​We had a great deal of creative freedom when designing paths and layouts using our modular building system. Every element—whether a hab, road, or wall—was constructed from modular components built to consistent, predefined dimensions. This allowed us to experiment with unique shapes and configurations while maintaining technical precision and performance efficiency. Our Level Design set was extensive and collaboratively developed by both Dane and me, alongside our talented 3D artists, ensuring a unified design language across the entire environment.


05
Other Sectors
This concept art illustrates the distinct sectors of the station, each representing a unique alien species with its own architectural language and cultural influence.
06
Sogmian
This section showcases our Italian and Roman-inspired city district, designed with narrow corridors and layered streets that echo classical architecture while incorporating a distinct alien aesthetic. Each roadway connects seamlessly to form a believable, navigable city layout—both logical in structure and engaging to explore. Our team collaborated closely throughout the process, combining creativity and technical precision to bring this environment to life. It was an incredibly rewarding experience for everyone involved. For more details, check out the link below.


