I’m going to walk through the process of designing and painting an elaborate end-o-flevel boss character, ready for integration into our game engine. Our antagonist is Cichol, the Bloodless King. He’s a huge lich, an undead sorcerer king. He needs to be a terrifying foe with wow factor!
However, unlike an illustration focused purely on storytelling impact, I have to start from gameplay considerations. What are his attacks?
Does he have to dash or teleport? Maybe our boss will scatter teeth that spawn warriors, summon a cursed sword or use darkness to shroud the play area. Perhaps eye socket gems will signify weak spots?
My design needs to ‘telegraph’ dangerous aspects of the character and communicate critical vulnerabilities. A game character’s form must follow their function.
I’ll need to think about rigging – designing him to be split up into pieces for animation, some rigid attachments and some ‘soft’, flexible meshes. Chunks of armour will be stripped off as the battle progresses, so the anatomy underneath needs to be painted.
I also need to be mindful of the scale that our boss will appear on screen. Will player character’s jumps be sufficient to hit his tender spots? Will his hands be the right size to crush them? Cichol needs to be big enough to intimidate but not so huge that he gets stuck on the scenery. Now wouldn’t that be awkward?
1 Gameplay ideas from my helpers
After drafting a few initial gameplay ideas with the team, I go to my principal design consultants: my kids. I ask (okay, pay!) them to propose how Cichol should behave during the boss battle, and their sketches present a range of fun ideas for vulnerabilities and combat moves. The idea of a phylactery (soul jar) that floats above our Lich and offers an occasional weak point is a keeper.
2 Inspiration and reference
Denne historien er fra Christmas 2019-utgaven av ImagineFX.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
Allerede abonnent ? Logg på
Denne historien er fra Christmas 2019-utgaven av ImagineFX.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
Allerede abonnent? Logg på
XPPen Artist Pro 19 (Gen 2)
Whether you’re a pro artist or a passionate hobbyist, this pen display offers something for everyone with beautiful colour and accurate drawing
First Impressions
The artists explains how her imagination for fantasy was born
DRAW VIBRANT CHARACTER ART
LIDIA CAMBON reveals her step-by-step process for creating a full-body illustration from first sketch to vibrant, cohesive colour with markers
Photoshop & Blender: BUILD NARRATIVE USING INTERIORS
Find out how illustrator Magdalina Dianova creates a cosy setting that helps to express her character’s personality
Blender, Procreate & Photoshop DESIGN CREEPY ARCHITECTURE
Nick Stath explains how he built an eerie, atmospheric environment for the sci-fi horrors of Alien: Romulus
Photoshop - PAINT FAN ART WITH EMOTION
Baptiste Boutié goes in-depth on his approach for creating visual appeal in a tribute to Tekkonkinkreet
ZBrush, KeyShot & Photoshop - CRAFT A HIDEOUS ALIEN NIGHTMARE
Follow along as character and creature artist Kyle Brown makes xenomorph fan art inspired by Alien: Romulus
FEARFUL VISIONS
ImagineFX explores the visual heritage of the visceral Alien cosmos and its develooment over the franchise's history
Mike Butkus
Surf's up! Why coastal comforts lured the artist to his California home
The art behind Alien: Romulus
Xenomorphology Tanya Combrinck meets the Alien-obsessed concept artists who revived the visual style of the classic films