RJM Concepts

2D and 3D art by Ruairidh McLachlan

Eclectic Synthesis

Over the course of my 3rd Year at Abertay I spent some time working on an as yet unreleased project with Eclectic Synthesis. The project title became Red Rampant over the course of my time working on it. This role was initially part of a university module which led on to further employment with the company once the term for that module had completed. I worked with a team of eight people to produce the first builds of the game in the combined role of Concept Artist and Character Texture Artist. I was also involved in play-testing the builds in order to work out and locate any bugs or errors that might need fixing.

In my role as Concept Artist I delivered several different kinds of work ranging from the development of character appearance and preparation for 3D modelling to rendering of game environments and basic environmental prop design. There were several characters involved in the game which I developed in two main batches. Firstly the player character and the immediately relevant npc’s they would be interacting with, namely their Mother and Father as well as the Alchemist character that was the main driving force of the plot.

Beginning with some basic silhouettes I received feedback on the different designs and moved on to creating more detailed turnarounds.

Player
Mother
Father
Alchemist

Once I had received feedback on each of these from the team I moved on to creating basic colour renders of each of them so that there would be some reference available for the texturing stage.

Player Rendered
Mother Rendered
Father Rendered
Alchemist Rendered

Having completed this collection of characters I returned to develop the remaining characters that would be featured in the build. These would be the players grandparents and aunt as well as their neighbours Arthur (a former warrior who will train the player how to use a sword) and Alana (The players best friend). Alana was written to be more relevant to the plot so I began by creating some thumbnails for her design. Having done that I repeated the process from before to create rendered turnarounds for each character.

Alana Thumbnails
Alana
Arthur
Aunt
Grandmother
Grandfather

Moving on from the initial line-work I began to render each of the characters to give more of an idea of form, volume and texture.

Alana Rendered
Arthur Rendered
Aunt Rendered
Grandmother Rendered
Grandfather Rendered

During the colour rendering of each character I needed to maintain a muted colour palette to match the simple clothing design. These characters are essentially peasants living in 12th/13th century highland Scotland and would therefore not have well made or expensive clothing. This proved to be an interesting design challenge which I very much enjoyed.

Later in the project development I returned to these character designs to develop more of the facial appearance of each character. This was as an aid to our 3D character artist so they might have more detailed reference for the character model.

Character Appearance Sheet

For the environmental design we were provided with a map of the area as well as orthographic layouts of the buildings that the player would be able to access. Using these I created some concept paintings of the environment as well as three quarter perspective cut-aways to give a visual representation of the interior environments.

First village concept
Later Village Concept

As the project developed we began to realise a more consistent visual style. See the visual style guide I helped to develop with our design team here: https://bit.ly/3P2JhtG

The style we were aiming for would enhance the magical feeling of the old history of Scotland through the use of soft forms and more saturated colours. The second environment painting I produced demonstrates this design choice and contrasts sharply with the first I developed.

Player House Interior
Relatives House Interior
Arthur and Alana’s House Interior
Alchemists House Interior
Alchemists Basement Laboratory Interior

By producing these interiors I was able to provide more visual context to our 3D environment artist for each different game space, in order to further develop the environment and characters and make the world feel more full and lived in I created a series of prop designs to flesh out the environments.

Interior Props
Exterior Props
Hand Cart
Player Props
Alchemist Props

Having developed more of the environment I was tasked with creating some promotional imagery for the project. Using the ideas behind our visual style I created a few examples of work that would show off the setting and the characters.

A view of the Glen
Header Image

As we began to approach the creation of a final build I was tasked with texturing the character models for the game. As I had limited experience with texturing models in 3D this gave me the opportunity to learn the basics of Substance Painter. Using that software and working with members of our design team I was able to create the textures for each character within the final build.

Player Model
Mother Model
Father Model
Alchemist Model
Alana Model
Arthur Model
Aunt Model
Grandmother Model
Grandfather Model

Overall I was incredibly pleased and feel very fortunate to have worked on this project with a group of such talented individuals. I learned an incredible amount about the nature of the game development pipeline as well as how to manage numerous new programs and pieces of software. I very much look forward to seeing the project develop from where I left it.

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