Devlog 3 - Golem Concept and Model


One of the design pillars was the golem, so we tried to endow it with lots of personality, as well as adapting it to the mechanic needs of the game. We wanted the golem to be special, due to its narrative importance, as well as to differentiate itself from the rest in a fast and visual way.

We contacted with a concept artist, and she tooked charge of making the sketches, taking into account the design needs. We didn't want the golem to feel tedious and sluggish, at the same time we needed it to move fast through the map, as it could feel annoying for the player. This could get in conflict with its gamefeel. For this, we tried to give the golem long legs, without them feeling out of place. 

We also considered the possibility of the golem following you through the level, or even being able to call him to your side, kind of in a Titanfall 2 way, but this could be troublesome due to some puzzle design decisions.

Once we had the concept arts finished, we gave them to an external partner, which was in charge of all the modeling, rigging and texturing of the golem, all made with Blender, giving life to it this way. We tried the golem in Unity, and all seemed to work fine, excluding some minor issues we fixed.

Once we had the golem ready to be animated, we reimported it to 3ds Max, where we started with the process. We started adapting the animations to the core mechanics, trying to transmit emotion in the best way we could achieve. There were several iterations during the process, taking into account the feedback given from the playtesting, as well as several mechanics that were cut off, so its animations didnt end up in-game.

And thats all for now. If you want to know more about the game and its development, stay tuned for more devlogs!

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