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Divine Pt.1 - Insignia and Concept Art

Sketches and concept art for Divine units. If you see clean and complete concept art it means that I have outsourced the model/texture to someone, and if you see a sloppy sketch concept it means that I made the model/texture myself. Obviously second is so much better for pivoting and rapid process, but since making characters is only one of the many tasks I have as the only full-time artist in the studio... I always had to make a conscious decision if the new unit model should be outsourced or made in-house by myself. Also sometimes when the concept was still unclear, it took so long to make a clean, finished concept sheet.

(c) AutoAttack 2022

For Divine, I wanted to push the theme of a holy yet merciless legion; instead of saving your soul, they'd rather burn your soul to exterminate bc of it's efficient that way.
I remember looking at the angels from Bayonetta, Megami Tensei.

For Divine, I wanted to push the theme of a holy yet merciless legion; instead of saving your soul, they'd rather burn your soul to exterminate bc of it's efficient that way.
I remember looking at the angels from Bayonetta, Megami Tensei.

At first, I tried a halo and shield shapes but it was too generically "heaven" and wasn't aggressive enough.

At first, I tried a halo and shield shapes but it was too generically "heaven" and wasn't aggressive enough.

So I used wings made of blades and sharp shapes all around.

So I used wings made of blades and sharp shapes all around.

Looking back, I really want to bring back penance followers and some magical golem designs. The T6 angel was going to wield a two-handed sword but I changed my mind since I felt like we already have a unit like that.

Looking back, I really want to bring back penance followers and some magical golem designs. The T6 angel was going to wield a two-handed sword but I changed my mind since I felt like we already have a unit like that.

This one has a simple theme but the animation was going to be what really completes the idea.

This one has a simple theme but the animation was going to be what really completes the idea.

The bigger silhouette had to look different from the back, but the front didn't matter as much.

The bigger silhouette had to look different from the back, but the front didn't matter as much.

Really enjoyed making this prayer pony/unicorn unit. I knew that this would be some time of support but the shapes needed to be aggressive still. I bound their hands together to be praying so we don't have to animate them; four legs are enough!

Really enjoyed making this prayer pony/unicorn unit. I knew that this would be some time of support but the shapes needed to be aggressive still. I bound their hands together to be praying so we don't have to animate them; four legs are enough!

I got rid of his lower body from the original idea since I didn't think it was adding to the character. We did run into a problem of him looking too "thin" so added VFX glows to help him look fuller. The blue ring spins as he shoots.

I got rid of his lower body from the original idea since I didn't think it was adding to the character. We did run into a problem of him looking too "thin" so added VFX glows to help him look fuller. The blue ring spins as he shoots.

The silver bow part spins in both directions as this one shoots, that's why I wanted to make sure that the animator understood the separation of the meshes. The Rayman-style no-joint limbs were hard to pull off, apparently.

The silver bow part spins in both directions as this one shoots, that's why I wanted to make sure that the animator understood the separation of the meshes. The Rayman-style no-joint limbs were hard to pull off, apparently.

AI, destruction laser machine. Protoss from Starcraft was def inspo and I wanted to make sure it moved in a very inorganic way as you see in the animation sketches.

AI, destruction laser machine. Protoss from Starcraft was def inspo and I wanted to make sure it moved in a very inorganic way as you see in the animation sketches.

First blades, but eventually maces & hammers. We suddenly had to give "Impact" damage; this kind of rapid design pivots happens bc the art asset had to start production before the gameplay is final.

First blades, but eventually maces & hammers. We suddenly had to give "Impact" damage; this kind of rapid design pivots happens bc the art asset had to start production before the gameplay is final.