Legend of Solgard
Role: Look Development Lead / Character Development Lead / Lighting Artist / CG Supervisor
For the launch of Snowprint studios and King’s first mid-core game I was tasked to further develop the characters and environments look towards a more core audience.
The Launch trailer for the campaign
Working with BCS on the launch of this campaign, it was my job to lead the character development, environment creation and decide the look of the launch trailers.
We started by giving the characters some personas/traits that could lead the re-design needed for the upcoming worldwide launch of the game. I knew that If you start by giving the characters different personalities the rest of the script writing, re-design would come easier.
When we had some personalities both us and the client were happy with we started the conceptualization process. From a story standpoint I knew we needed to create the key scenes to kick-start the 3D process. So I tasked the concept artist with creating; “The calm before the storm” and “The storm”. This made sure the environment artists could start whilst we continued with the characters.
These are the artworks created by Concept artist Johan Idesjo, revised character line ups selling the personalities of the newly designed characters.
For the characters I briefed the concept artist to create key poses I knew the script would need to have. And giving as much range in a “extreme facial pose” image as possible so the rigging/modelling artist could start with the facial rigging process and from 1 picture extract 10-12 facial poses.
Here are the finalized rigs with their expressions and the final look
This is a slimmed down process of what it took to create these characters. It was a huge effort with many artists involvement to get an appealing end result.
This was a key art I created by myself once the pipeline me and Expanse had designed had been put in place after months of work. This meant I was able to pose and render these characters with ease, and the content creation for creating still frame renders of high-end 3D at the end of the project matched the same speed it took to create a concept image.
These were the characters I supervised the character re-design and the texturing/shading process on.