#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.
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.
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.
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.
0 comments