CREATING THE CREW: DESIGNING A RAIDER

To start off 2024 with a bang, we wanted to pull back the curtain on our characters and how we went about designing Drosera’s raiders!

Here with us to explain the creative process, we’ve got Jasmin, one of our character artists, giving some insight into bringing a character to life.

 

MEET CALISTO, “THE DESTINED SCHOLAR”

Calisto comes from a rare alien race known for their keen senses and impeccable memories, often making them the best explorers, archivists, and historians. Although Calisto’s family are no strangers to this stereotype and have left their mark on galactic discoveries for centuries, Drosera still remains an enigma to many and he has his sights set on unfolding its mystery while making a little cash on the side via Raiding.

 

Q: What type of factors influence a character’s colour palette and aesthetic? What ultimately influenced Calisto’s?

A: We went through different variables… we wanted to give him his own individual feel while also having him blend in with a roster of characters (both the ones we have and the ones to come!). His bright orange body colour, contrasting with a more neutral outfit, gives players hints on his unique and conflicted backstory.

Q: As the one who both concepted and modelled Calisto, what kind of preliminary research went into designing him? What was the inspiration?

A: I wanted to use an archetype that was far from the untamed nature of the environment and the chaotic skirmishes around Nectar gathering. Some of my biggest inspirations came from Young Indiana Jones and the banker archetype in far west stories.

 

Q: Name one fun fact about Calisto’s backstory?

A:
His father’s name is also Calisto, so he could technically be called Junior! ;p (a.k.a his secret internal code name for a long time)

Q: What are some of the most challenging or common issues that occur when transitioning a character from concept to 3D?

A: Some proportions and parts of the character can have a different look and feel once it’s modeled in 3D. The modeler needs to adapt and find the best way to keep the essence of the 2D design while having a clean and satisfying silhouette from all angles. Fortunately, I was able to do both in the end!

 

Q: Over the course of Calisto’s whole design process, what software was used to bring him to life?

A:

  • Original concept done with Clip Studio Paint

  • Base and high detail modeling is mostly done in Zbrush with 3ds Max’s help for specific parts

  • Retopoly and unwraping in 3ds Max

  • Baking and textures are done with Substance painter

  • Integration, material setup and fine tuning is done within Unreal Engine

 

Q: What is the best part of character design to you?

A: I love all of it!

But if I had to identify interesting and satisfying moments, one would be the last iterations of the 2D concepts; basically, polishing the fine details and having a clearer idea of who the character is.

There is also that moment when the 3D final character is fully integrated into the game and you get to see it moving, when you finally get to play with it… shout out to the animators who bring our characters to life!

 

And that about wraps up this month’s look at what’s been going on behind the curtain! We hope you found this little behind-the-scenes interesting!! Got any questions for Jasmin? Drop it in the comments below or over on our Discord!

To stay up to date on all things NO LOVE LOST, be sure to check out our STEAM page and follow us on Twitter, Instagram, Facebook, and YouTube!

 

Share this article.

 
Vivian YenComment