characters of Stormforge
For the characters of Stormforge, we wanted to create a roster of enemies and heroes that are varied and appealing to play yet are low cost to create. This is achieved by using a combination of asset pack models, modular components, and handcrafted characters. Our approach changed over time from elemental bespoke characters to modular and customizable avatars. With limited man power and timeline, we leaned heavily on asset packs and outsource vendors. With our internal art team and our external partners, we tried to create an enticing cast of characters that fit the tone of our game, meet mechanical needs for gameplay, and are fast to produce.
Stormforge is an open-world survival crafting game I co-art directed at Roboto Games. The game has a 2D graphic novel visual style though it’s fully built in 3D. Some of the challenges with Stormforged involved finding the right visual style that appeals to the survival crafting gamer, balancing the graphic nature of the visual style while keeping the world feeling fully developed and visually sophisticated, and giving the game a darker tone so it’s not mistaken as a game for a younger audience. With the character and environment page, I tried to capture a sample of the thinking and process that went into their development. And of course, none of this is possible without the talented art team that made our artistic vision a reality. You can also learn more about Stormforge on Steam!
Style Setting
Before arriving at our graphic novel look, we explored multiple style options for the environment and characters. The tricky question here was how to balance player expectations and innovate characters that feel fresh but are not too crazy looking to turn players off our game. We explored seven different options, ranging from mobile casual to realistic cell shaded character designs. Surveys and interviews were conducted on similar compositions in different styles to explore which option was the most favorable to the survival crafting audience. The result was that the graphic novel style felt the more interesting to the player and did not break any survival crafting expectations.
Troll Design Process
Kickoff Notes:
Troll should similar to the goblin, but uglier, should have some similar anatomy features. These similarities don’t have to be super obvious, just that troll and goblin should feel like they are of the same world
goblin were semi based off of monkeys/apes, maybe the troll can be somewhat orangutan-like
Want the troll to feel heavy and big, but still mobile. Don’t want it to feel so chunky that you feel like you can easily outrun them but we do want mass on them. They should feel intimidating
Iteration 1 Feedback:
Go with B
Add rhino folds to the limbs
Reduce horn size closer to his head, so the biggest one are on his shoulder and back
The war paint for the fire guys have a triangular/spikey motif, we are thinking the patterns are crudely smeared onto the bodies of the trolls and goblins so they are not very intricate. We don’t need the streak over his eye; it may be too similar to the goblin.
Go with club shape similar to A, single large bone piece (Like the femur or some other bone from an ancient/giant creature), with leather wrap around the handle. Don’t need the individual spikes; can keep the spikes for the troll’s body only. The club overall should feel heavy and big. It will be used to deal blunt force.
Maybe add some armpit hair like the fire goblin
Color we can tweak more later but for now, please make sure the face stands out.
Iteration 2 Feedback:
Trolls need to feel in the same family as the goblins, but should still have slightly different colors or patterns
Reduced area with bumps so we have a contrast between busy areas and open areas on his body
The bumps/horns in your version were getting a little too sharp and directions. We want a little bit of that feeling but they should feel blunt, like tough rhino skin/horns
Adjusted the value and color temperature on his wraps, weapon, teeth to give more contrast and pop to certain areas, desaturated his tattoo so it doesn’t conflict with the skin color
Kept his face the same color just to it’s more of a focal point and clear to read his various facial features such as teeth, eyes, and hair
overall tried to simplify his read so areas of interest are not spread out evenly over him. Tried to keep the highest concentration of detail/contrast to his face
Oh also gave his a mohawk because it felt like the top of his head was getting a little too flat
Simplified his weapon, again to help improve read, the spines were a bit too busy
Final Design:
Nature Archer Design Process
Final Design:
Water Mage Design Process
Iterations and Feedback:
Ultimately we went with an older and more stoic looking mage
The clothing has a streamlined silhouettes that’s more form fitting while incorporating the continuous and flowy aesthetic of water.
We removed long robes to reducing clipping issues with the geometry and decided against a hood since it felt too contemporary and casual
Final design:
Developing Cultures
Before we decided on a modular and customizable approach for scaling and gameplay purposes, we planned on bespoke characters that belonged to specific elemental factions. I spent some time developing thecultures of each elemental faction. We thought about how their environment, cultural beliefs, and elemental affinity, could influence the way they dress, behave, and view the world. The following explorations are draw on top of Tim McBurnie’s base human designs.
Example brief for the water factions
Modular Design & Resource Savings
To save time and resources, we leaned heavily onto asset packs and modular designs. Due to the small team size and time restrictions at Roboto Games, we created unique looking outfits by assembling components from different asset packs. First we search for packs that matches the visual requirement of a costume, then we collage together bits and pieces from different asset packs that gives us a bespoke outfit. We divided the human characters into one male rig and one female rig. This allowed us to reduce the number of variations needed. The asset pack approach significantly sped up our production timeline. Being able to mix and match the head gear, upper body, lower body, and cape also allowed the player to have more variety and control.
Credits:
Yezi Xue - Art Director Stephan Royer - Art Director Michael Dickinson - Concept Artist Alexei Gil - 3D Environment Artist Ian Jacob - 3D Character Artist Robert Tighe - Lead Animator Curt Bereton - CEO Mathilde Pignol - CCO Monica Ion - Freelance Concept Artist Régis Torres - Freelance Concept Artist