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Enemy Creation Process

  • jacquesj9871
  • Apr 17
  • 1 min read

How we went from concepts to fully implemented enemies.


*Early concepts of enemies
*Early concepts of enemies

The creation process of the enemies in MDR9K is something that evolved throughout the development process. We began by making a few rough models to get an idea of the shape-language and style we wanted for the enemies. This ultimately helped to make our concept art clearer for the rest of the enemies. After we made the concept art closer to what the team wanted, we returned to modeling where we revised the previous models and moved forward with the newly concepted enemies. We tried to make all enemies look animalistic while still being robotic to have a cohesive tone. For this modeling process we focused on making just one enemy all the way through to completion so we could understand what worked well and what needed to change. During the modeling process, we wanted to keep in mind what we would have to do later to make those processes easier. This included things such as doing UV’s early on modular pieces to make texturing easy and making joints very clear to make animation go faster.


*Textured enemies
*Textured enemies

After enemies were modeled and put into the game engine we could move onto the texturing process. For this we picked out a simple black and white color scheme with an added glowing red highlight to help better distinguish the direction of enemies. These colors were chosen to make sure enemies stood out in every environment so players could easily identify them from the changing environment.

-Matthew Becker

 
 
 

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