Game
Saint Carnage
7 years ago

#Jamtasticvol3 enemy design tests

Enemy concepts:
We envisioned the enemies as heavily mutated bandits surviving in the wasteland left behind by non-specified apocalyptic event. Eventually they came across the remains of a city that was destroyed in the middle of celebrating Carnaval. The bandits saw crowds of skeletons clustered around massive sequin-ladden Carnaval floats and thought the decorations to be divine. Fashioning themselves after surviving records of Carnavais past, they re-appropriate and re-contextualize masks, decorations and costumes as part of their battle garment.

Making the enemies mutants or at least partially so frees us to work with varied non-humanoid (or rather, not strictly humanoid) silhouettes in our designs.

The themes and narratives are still emerging, but thus far it’s much more a story about how people interpret the past than about Carnaval itself.

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Boss candidate. His design is based on the mythical cyclops but with a modern twist: his entire visual connection to the world is filtered through a camera lens and a VR headset, perhaps in an attempt by his allies to keep his temperament under control, or as a way to improve his combat effectiveness.

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Some early concepts for melee enemies, before we figured the advantages to having characters that aren’t anatomically accurate but instead have visually interesting deviations.

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Concept for the basic ranged enemies in the game. Hunched over and goblin-like, their battle dress consists of leather clothing and pieces of Carnaval decorations as a sort of “ritual” garb.



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