Paperbound is on PS Blog today!
February 12, 2015
Today Dan is on PS Blog talking about Paperbound! Check it out!
Today Dan is on PS Blog talking about Paperbound! Check it out!
Hello once again, and welcome to Dissident Logic’s character preview week! I’m Mike Smith, character designer on the indie brawler Paperbound. This is the last week of our character previews! Thanks for your time and your interest in our game, the world, and the crazy characters that inhabit it! What better way to end our character preview week then with a journey that goes straight down…
The Minion, a flame demon from the book of Dante’s Inferno was a fun little creature to design. Below is his final in-game appearance with his classic red leathery skin, beady yellow eyes and black, soot colored appendages.
The demons were an interesting lot. I wanted to keep them classical with the typical red skin, yellow eyes, bat-wings, pitchforks and a mouth full of over-sized teeth. They were spiritual creatures that had only one thing on their minds: malice. These next few images show some of the various concepts of the character. A few of the creatures below don’t have wings and were seen as the overlords of the underworld. I attempted a female version of the demon, but it never made it into the game. I actually used Marilyn Monroe and the female gremlin from “Gremlins 2″ as inspiration. Because they look great together right?
A hammer imp.
Larger, flying demon.
One of the demon lords below.
Once the sketch work was wrapped up and we found our demon, I started with the color work. I mainly used colors found in fire, lava and soot. He has the color work of pretty much anything that can burn, cause pain and ultimately bake you alive. I avoided anything with green hues or life giving swatches of color. They were creatures that took life and had no richness or pleasing qualities to their appearance. When you looked at them there was nothing soothing about them. They radiated pain and the feeling of burning.
Fun color palette to work with if I might say.
Next up was his weapon. I decided to go old school on this and give him the classical weapon demons have always been associated with…the pitchfork. Anything else I put in his hands simply didn’t seem right. I avoided typical gun metal coating and gave the weapon the colors of flame and fire. The pitchfork went through only a few changes overall, mostly in weapon thickness and length. You can see the result below. At one point I thought a whip might be interesting, but in the end, the pitchfork won.
Lastly was the demons main menu selection screen. I have provided a few sketches and the final render below. Though I enjoyed the look of the skull cliffs, the steam vent worked the best. Early on, I thought about a cliff made of corpses, but at that point the “E” rating would have rapidly slipped through our fingers. Needless to say it didn’t end up in the final game.
Well that’s a wrap! Over the past eleven weeks we hope you’ve enjoyed this close-up look of our characters. Thanks for all your time, patience and interest in our game. It has been a long road, but a road paved in hard work, creativity and fun. For more updates, announcements and news, check out our Facebook page. Thanks again, and we will see you on the battlefield on PS4 and Steam this February!
Hello once again, and welcome to Dissident Logic’s character preview week! I’m Mike Smith, character designer on the indie brawler Paperbound. This week we take a look at our female fighter Jasmine, emerging from the same doodle universe as our main character Eddy.
Below you can get a glimpse of Jasmine’s final in-game design. She actually is slightly taller then Eddy and has a wonderful, graceful glide to her combat style. When I set out to design her I got the feeling she had been “outside” of her book before, traveling throughout various classics and managing to return in one piece. This wasn’t in a design doc of any kind, just a general feeling I got while putting her together. She was fully aware of the dangers outside of her own book. To her…Eddy was a chump. She had simply been there, done that!
This next image takes a look at her various costumes. She had an outfit to fit any of the books, ranging from a sleek ninja design, a barbarian armor set and at one point a set of Joan of Arc heavy armor. But that idea was never fully explored. You can see a few of her mock-ups below.
Once we got a look down, I experimented with various color options for the game. You can see several sets below, including one with her dressed in her ninja apparel. Bright, vibrant, neon like colors were the focus.
This final image shows the creation of her in-game menu selection screen. Both her and Eddy share the same design overall, with the large swirl and torn paper at the edges. Both the clouds, and sun behind her change tones to match her various color profiles.
We hope you enjoyed this brief look at one of the many fighters to grace the screen in Paperbound. We have only one fighter left, so we hope you can pop in next week to see the last update! Thanks for taking the time to look at our work, and make sure to check out our Facebook page for additional news and updates!
The Paperbound team got a chance to sit down with Erick Tay and Mary Kish to lob some ink bombs!
Save the date! Paperbound is going to be having a tournament at Giant Robot in LA on February 7th from 6PM! The team owes a huge thanks to AngryBananas, Destructoid, and Giant Robot for making this happen!
Hello once again, and welcome to Dissident Logic’s character preview week! I’m Mike Smith, character designer on the indie brawler Paperbound. This week we take a look at a colossal pachyderm wielding a hammer of stone into battle: The Mastodon.
I have to admit, it was rather difficult to pick out a unique creature from the Journey books. You could easily pick out a dinosaur but I thought that was a tad too easy. Early in the development process I purchased a copy of “Journey” and each night would write down possible characters to expand upon. These would range from rock creatures, walking petrified trees and moss covered mushrooms. At one point I even had an army of spear totting squids.
However, it wasn’t until late in the book where the exploration party encounters a herd of mastodons that my creative juices started to flow. Next to the Scarab, the Mastodon is one of the biggest fighters in the game.
It only took a small number of sketches to find the look of the character. In one of the illustrations I gave the Mastodon an ivory tusk sword. At first this seemed almost sacrilegious and somewhat morbid. However, the ivory blade was taken from a fallen brother, crafted, sharpened and used by a fellow mastodon to enact revenge. The war paint they use, from various mushrooms and insects, was inspired by the war paint Indian tribes would decorate themselves with just before battle.
Once the general feel of the character was worked out I moved on to color. Using an existing conceptual sketch I plotted out various versions for his skin and war paint.
One of the next pieces involved his weapon of choice. I ended up creating three to four different versions of his hammer in the end, including a quick render of the ivory sword and club made from a tree trunk. You can see a bit of that progression below. We ended up mixing a few of the hammers to get to our final design.
In these final images you can see the overall progression of the Mastodons (I used to call him Mammoot) menu selection screen. I referenced a lot of Riou’s original pencil work for the look of the mushroom. Once we paired that with the cavernous background, it all came together.
We hope you enjoyed this brief look at one of the many fighters to grace the screen in Paperbound. We have only two fighters left, so we hope you can pop in next week to see the latest update! Thanks for taking the time to look at our work, and make sure to check out our Facebook page for additional news and updates!
Hello once again, and welcome to Dissident Logic’s character preview week! I’m Mike Smith, character designer on the indie brawler Paperbound. This week we take a look at the final character to emerge from the Book of the Dead: The Guardian.
The Guardian was created near the end of production in an effort to replace Horus, one of the first characters designed for the game. Horus became difficult to read at his small scale and we needed a unique silhouette featuring longer legs and a more prominent beak. However, by this time, Horus had been featured in game-play videos and on his own button for several indie festivals. To be honest, I was shocked we were getting rid of him. No matter how hard you try to distance yourself from your creations, you kind of get attached to certain characters over the course of development.
Below you can see the Guardians final in-game appearance. In the end, he turned out to be a fun addition to the Book of the Dead, and I’m also relieved that Horus got to stay!
This next selection of images shows some of the conceptual sketches and thought process behind the character. We ultimately wanted a thinner, leaner version of the character. But the earlier versions of the Guardian had beefier, human like proportions sporting heavy armor and wings that would have taken far too long to animate. As a Guardian, he needed to be fast, sleek and ready to move at moments notice…not bogged down in bulky, cumbersome armor. You can see some of that progression below.
Once the overall look of the character was established I moved on to color. I took my cue from actual Egyptian architecture using bright organic colors to create a wide variety of choices.
The Guardians sword was based on actual Egyptian weaponry. However, I exaggerated the curve of the blade to make it slightly more aggressive. Though he sports two swords on his menu screen he actually only uses one in-game. Below I’ve provided a few early sketches and the final render completed in Photoshop.
In this final image you can see him perched atop his menu select screen. The same Egyptian pillar shared by all the characters from the Book of the Dead.
So that concludes week eight of our character previews! We have a lot more to come, so we hope you can pop in next week to see the latest update! Thanks for taking the time to look at our work, and make sure to check out our Facebook page for additional news and updates!
Hello once again, and welcome to Dissident Logic’s character preview week! I’m Mike Smith, character designer on the indie brawler Paperbound. This week we flip a few pages in the Book of the Dead and check out our heavy armored brute, the Scarab. Below you can see his final in-game design. With a shell of steel and harpoon like claws, don’t let his size fool you. This is one fast bug!
The idea for the scarab came to me late on night while piecing together various human-like opponents for the games multiplayer. I was beginning to feel that the human form was odd and felt out of place in the world of Paperbound. Hence the bug hunt. After researching some Egyptian jewelry I had my man…er…bug. There weren’t a lot of sketches for this particular character, but here are a few below that ultimately led to the beefier, rotund design of the Scarab.
Once the character’s overall form was ready to go, I turned to color. This was one of our color sample sheets used to determine what his final shell and belly swatches would be.
The Scarab’s final menu only had one quick sketch, roughly painted in Photoshop, before settling on the Egyptian pillar used by the other characters within the Book of the Dead. I had ideas of him emerging from the mouth of a cave or erupting from a sand dune, but we ultimately had to stick to one unique platform for all the characters to use. You can see the rough painting below, followed by the final design.
When the Scarab was wrapped up and his menu finished, I went back and fooled around with his initial design and expanded on it slightly. These concepts below do not represent his abilities in-game (the wings), but were a fun and relaxing take on the character — adding in giant wings and a head crest similar to a triceratops. These were created in mixed media with marker and paint in Sketchbook Pro.
So that concludes week seven of our character previews! We have a lot more to come, so we hope you can pop in next week to see the latest update! Thanks for taking the time to look at our work, and make sure to check out our Facebook page for additional updates and news!
Check out the well timed scissor kill followed by an ink bomb double-kill!