Welcome to a Creature Devlog Special!
We’re excited to share the headway we’ve made in the art team towards the look of our first batch of Boundless creatures that are currently in development.
Over the next two weeks, I’ll be guiding you all through a series of posts (8 in total running through Monday to Thursday) describing how the gameplay elements, creature animations/behaviours and art style all culminates together to create our ultimate vision for the creatures at home in the Boundless universe.
Over the next few days I will go over each section in more specific detail spread throughout the 8 posts… so stay tuned!
Wildstock Master Sheet
Key Visual Features:
- Speciality Creature (Random reactive combat, Herd)
- Species Progression\Power (5 tiers)
- Elemental Progression
- Exotic Progression
Wildstock General Description:
The Wildstock is a peaceful herding creature, reacting aggressively with headbuts. The Wildstock is the most common creature, populating almost every world. They are frequently found in large groups. Generally passive and ambient, but some variants attack. When in an idle state they wander and play idle animations. Many will never become agitated, but those that do attack by charging enemies and butting them with their head.
Concept Master Sheet Overview:
So the first thing you’ll notice, is that the creature concept master sheet is broken down into five sections of visual treatment:
Progression: Visually showing difficulty needed to represent the gameplay ‘Power’ attribtes.
Elemental: Area that connects elemental additional attributes linking to our Elemental system
Decal treatment for ‘Exoticness’: Extra multiple ai\design effects affecting behaviour.
Tintable areas: Colour palettes chosen by the blocks in the Biome the creature inhabits.
Size: Where we’d love that creature family to fit in the world in terms of Scale.
Each of these sections will expanded upon in this series of posts with much more specific detail to come and I may add additional information to this post when we broach certain topics.
Every creature in Boundless will need to have each section conceptualised in terms of artistic treatment to work with our creature designs. We’re hoping that breaking it down will give us a really strong visual common language and add richness to the visual style by closely tying in the blocks in which they inhabit as well as their personality in animation, gameplay and ai.
Tomorrow, I will describe more of the Wildstock in contrast to our Spitter which is a ‘Ranged Creature’ and has ‘Classic Progression’ to have an active visual comparison.