Website powered by

Legion TD 2 - Character Skins

Since we have one artist (me) and one coder (Lisk) who could work on this feature (our team was a total of 4 members), we had to make conscious decisions about how many resources we'd put into each skin.

(c) AutoAttack Games

In terms of roles of teams texture painting(me or OS artist whom I have to manage/polish), new mesh(same as previous), rig transfer(me), SFX(me), VFX(Lisk or me), possible art bug(me), possible code-related bug which is with new VFX or SFX(Lisk).

In terms of roles of teams texture painting(me or OS artist whom I have to manage/polish), new mesh(same as previous), rig transfer(me), SFX(me), VFX(Lisk or me), possible art bug(me), possible code-related bug which is with new VFX or SFX(Lisk).

So we decided to focus on re-texture skins. I started making several example skins for the OS artists.

So we decided to focus on re-texture skins. I started making several example skins for the OS artists.

The first batch was all made by me so we can set/tweak the quality bar. This concept was for me so I moved on to actual texture painting as soon as I was feeling confident with the direction/color palette.

The first batch was all made by me so we can set/tweak the quality bar. This concept was for me so I moved on to actual texture painting as soon as I was feeling confident with the direction/color palette.

I ended up changing some detail but didn't change that much. And we later decided that it was worth adding snowy VFX for her.

I ended up changing some detail but didn't change that much. And we later decided that it was worth adding snowy VFX for her.

Again,  a loose concept is enough to start from.

Again, a loose concept is enough to start from.

This also got a subtle VFX later.

This also got a subtle VFX later.

I made this to explain the focal point of the character. Most of the detail and contrast and interesting things should be in Focal(1) area.

I made this to explain the focal point of the character. Most of the detail and contrast and interesting things should be in Focal(1) area.

For "black" I was careful not to use actual black, but more blue/purple hue to keep it colorful.

For "black" I was careful not to use actual black, but more blue/purple hue to keep it colorful.

Added firey VFX, and it was worth it.

Added firey VFX, and it was worth it.

Sometimes things change a LOT during execution. Look at Golem below, I went for Space Marine-feel but realized that it wasn't different enough.

Sometimes things change a LOT during execution. Look at Golem below, I went for Space Marine-feel but realized that it wasn't different enough.

I went full sci-fi and Pacific Rim and used striking blues and orange.

I went full sci-fi and Pacific Rim and used striking blues and orange.

Another example of a concept for myself.

Another example of a concept for myself.

Model and texture by me, turnaround

Model and texture by me, turnaround

During his ability Treasure Hunt, he also leaves the potion behind to differentiate from the base.

During his ability Treasure Hunt, he also leaves the potion behind to differentiate from the base.

Example of a retexture that benefited from heavy VFX (by Lisk). It has festive fireworks VFX when it hatches, instead of breaking egg shell.

Example of a retexture that benefited from heavy VFX (by Lisk). It has festive fireworks VFX when it hatches, instead of breaking egg shell.

Example of a mesh/rigging/texture tweak: Santa hat's rim, tail, and bells on the shoe.

Example of a mesh/rigging/texture tweak: Santa hat's rim, tail, and bells on the shoe.

I added flowers and a fun hat for this April Fool's skin. Brute is a very popular mercenary.

I added flowers and a fun hat for this April Fool's skin. Brute is a very popular mercenary.

This was a Season reward for Ranked players. The bottom is the max-level, and I wanted a lot of VFX treatment since this skin is free but needs to be desirable.

This was a Season reward for Ranked players. The bottom is the max-level, and I wanted a lot of VFX treatment since this skin is free but needs to be desirable.

VFX notes can be simple as this.

VFX notes can be simple as this.

Tail tip glows stronger as you feed more fish to Nekomata, showing her power is going up. She has max 7 stacks and then gains selfheal when she last hits an enemy.

Tail tip glows stronger as you feed more fish to Nekomata, showing her power is going up. She has max 7 stacks and then gains selfheal when she last hits an enemy.

I tried to give cheaper skins for common units so they can be more accessible to the players.

I tried to give cheaper skins for common units so they can be more accessible to the players.

Skins needed to feel -very- different in order to be worth buying. So I have a usual blue unit into a red theme.

Skins needed to feel -very- different in order to be worth buying. So I have a usual blue unit into a red theme.

Same here; his base is mostly red, so I wanted his first skin to be blue.

Same here; his base is mostly red, so I wanted his first skin to be blue.

Texture by Drakhas, polished by me. When we were happy with the quality and player responses, we started to get OS artists' help.

Texture by Drakhas, polished by me. When we were happy with the quality and player responses, we started to get OS artists' help.

Texture by Drakhas. I felt like this one needed some tweaks before shipping.

Texture by Drakhas. I felt like this one needed some tweaks before shipping.

Polish by me. Making the design more interesting and unifying the shape language and theme.

Polish by me. Making the design more interesting and unifying the shape language and theme.

Started by Drakhas, polished by me. Since I really don't like the base texture, I was excited to ship this one.

Started by Drakhas, polished by me. Since I really don't like the base texture, I was excited to ship this one.

Started by Drakhas, polished by me. I focused on the values and contrast, and making it less like he's wearing a mask.

Started by Drakhas, polished by me. I focused on the values and contrast, and making it less like he's wearing a mask.

Example of a projectile VFX concept.

Example of a projectile VFX concept.

Started by Drakhas, polished by me. I made some heavy changes bc back view was a bit boring his front design seemed to go against the shape of the mesh.

Started by Drakhas, polished by me. I made some heavy changes bc back view was a bit boring his front design seemed to go against the shape of the mesh.

Started by Drakhas, polished by me. I felt like we could push the aggressive shapes.

Started by Drakhas, polished by me. I felt like we could push the aggressive shapes.

Started by Drakhas, polished by me. The back view was a bit boring so I focused on the back.

Started by Drakhas, polished by me. The back view was a bit boring so I focused on the back.

Started by Drakhas, polished by me.

Started by Drakhas, polished by me.

VFX concept art for ability Stampede when he sprints. Lisk tried his best to recreate this look with the limited time he had between coding (we don't have a dedicated VFX artist)

VFX concept art for ability Stampede when he sprints. Lisk tried his best to recreate this look with the limited time he had between coding (we don't have a dedicated VFX artist)