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Minion characters are often the most numerous in an action game. To keep them from becoming monotonous, there are a number of methods to inject character, variety and excitement. We examine a few of these methods for one of our favorite new characters.
There's a problem that all shooters encounter-- the problem of enemy frequency. By its nature, an action shooter requires shooting. Of "bad guys." And lots of them. To provide both swarms of enemies to fight and a constant stream of excitement, we try to infuse even the most common characters with personality, interesting (meaningful) behaviors and variety. That's what we're going for with the next enemy we're examining for our upcoming mobile shooter, Morning Star. For reasons that will become apparent, he's a studio favorite.
I recently examined a key enemy character from the game, the Dust Ascended. His journey from sketch to final character ranged across multiple designs but ended up being straightforward from a gameplay standpoint. The one we're introducing here was the opposite. The enigmatic Mike Choi nailed the basics of the character in his first sketch (below), but we explored a ton of options as it relates to gameplay as we evolved the character's behavior in the game. This resulted in multiple classes and interesting variations of the character that will hopefully be fun for players of the game. His first public appearance (in the Morning Star Documentary Episode 3) was brief, so we're excited to explore his evolution here in depth.
Meet the Renfield.
We named him after the secondary antagonist in Bram Stoker's Dracula. We took inspiration from Stoker's original creation, because this race of alien tinkerers was conquered by the malevolent Dust, and they did a Devil's deal-- rather than be destroyed completely, as the Dust usually does to its conquests, the Renfields became enslaved to their conquerors, providing them with shock troops and their own distinct brand of technological "help," which I'll explain below.
After coming up with some background and physical traits, we dove into concepting.
Morning Star Renfield Exploration2
Morning Star Renfield Exploration
Morning Star Renfield Concept1
Morning Star Renfield Concept
Morning Star Renfield Concept2
Morning Star Renfield Concept3
Morning Star Renfield Scale
Morning Star Renfield Trooper1
Morning Star Renfield Trooper2
Morning Star Renfield Trooper3
Morning Star Renfield Variants
Morning Star Renfield SMG
Morning Star Renfield SMG Turnaround
Morning Star Renfield Pose
We got the character into shape in 3D by greyboxing him up and applying some color to get a feel for how he would look and operate in the game...
Morning Star Renfield Final Turnaround
Morning Star Renfield Close Ups
Here's some closer-in details of his model elements before we applied the materials to make him come alive.
Morning Star Renfield Textured Poses
Morning Star Renfield Performance1
Morning Star Renfield Performance2
Lead Animator and Disney-freak, Aaron Marroquin, takes each character we make through performance pieces like this to get a sense of how he'll behave in the game-- how he moves, emotes, attacks and retreats. This guy's movements put him among our favorite characters in Morning Star-- he's both not-quite-serious, and not-quite-funny...
Morning Star Renfield Final Pose
And here he is, in all of his lit-and-textured glory, standing by to stop you from saving your friends, your family and anyone else you might think of trying to save. The AI behaviors we've designed for the Renfield and the rest of our enemies is another essential part of this story, and I'll share some learnings and results of that in a future post.
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