Two of the NPC designs I did for Firefall. The first is a character called Ratchet, the Second is a character called Aero.
These portraits were both used to concept the look of a character as well as used as in-game portrait art that would display while a character was speaking to the player via radio. Each character was given 6 expressions their faces could change to to show neutral, sad, angry, thinking, happy and yelling.
Ratchet (the short haired one) was originally going to be an engineer character. I was given freedom to make her look however I wanted, and she turned out as above. She was eventually made into a heavily accented Australian character and then rewritten multiple times afterwards.
Aero ( brown hair on the right with the earpiece) was to be the player's contact and give information throughout the game. My original concept had her with a bit more flair to her haircut and no braid or feathers. She also sported a fur lined jacket over her undersuit and had a bit of a different face. As this character was to be a flagship character, there was a lot of feedback internally and she began to go through many changes and fell victim a bit to the too many chefs in the kitchen thing until she ended up as seen here, which was the one put into the game. Her personality was written after her art was made and had nothing to do with her appearance at the time.
Thanks for taking a look!
These portraits were both used to concept the look of a character as well as used as in-game portrait art that would display while a character was speaking to the player via radio. Each character was given 6 expressions their faces could change to to show neutral, sad, angry, thinking, happy and yelling.
Ratchet (the short haired one) was originally going to be an engineer character. I was given freedom to make her look however I wanted, and she turned out as above. She was eventually made into a heavily accented Australian character and then rewritten multiple times afterwards.
Aero ( brown hair on the right with the earpiece) was to be the player's contact and give information throughout the game. My original concept had her with a bit more flair to her haircut and no braid or feathers. She also sported a fur lined jacket over her undersuit and had a bit of a different face. As this character was to be a flagship character, there was a lot of feedback internally and she began to go through many changes and fell victim a bit to the too many chefs in the kitchen thing until she ended up as seen here, which was the one put into the game. Her personality was written after her art was made and had nothing to do with her appearance at the time.
Thanks for taking a look!
Category Artwork (Digital) / Portraits
Species Human
Gender Female
Size 917 x 1187px
File Size 340.8 kB
Oh, wow. You did these for Firefall? I loved these designs, and it was one of my favorite games before it went down.
I did indeed.
Most of the portraits and such were done by me for the game. Oilspill, etc.
Most of the portraits and such were done by me for the game. Oilspill, etc.
On my hard drive. There's tons of this stuff. I'll be posting some more of it.
I'm sorry to say that these look too good, and are undeserving of that dead game.
I MORE THAN DIG IT!
Imma note you actually in regards to somethin! Keep forgetting to get around to it!
Imma note you actually in regards to somethin! Keep forgetting to get around to it!
Neat :3 always did like the character portraits, good to see the concept art survived on a flash drive not just in firefall.
Haha Funny story about that- While I worked there I was on an older computer and the hard drive and backup drives both died so the artwork on those drives for the previous week didn't survive. It happened the day before the weekly backups I'd do so that was actually lost to the void.
>3< wow that sucks and is also kinda funny/terrible, super bad timing o3o!
i love that skater cut/high top side crop hairstyle for women
and those antenna earpieces! were those a thing before anime had them on robots???
and those antenna earpieces! were those a thing before anime had them on robots???
I don't think so? I always figured people were hanging around talking on their huge clunky phones and wondering what the future would look like..so they thought "What about a slightly less clunky and more aerodynamic looking phone attached to your head?"
i always figured people wanted to look like robot elves, but your view is probably more accurate
Believe it or not when I designed her the short hair was far less than popular. I personally love short hair.
Yeah the short hair is just awesome. I've got female characters with short hair or went completely bald.
I also must say how well you nailed the bodies. They are are as perfect as you can probably get. I wish I would draw a female body that well.
I also must say how well you nailed the bodies. They are are as perfect as you can probably get. I wish I would draw a female body that well.
I will never forget the rough grind I did to get the motorbike haha
The game was neat, did you design it as well :D?
The game was neat, did you design it as well :D?
Haha I did not design the entire game. I was brought on to do visual concepting. I did world building and some other stuff as well.
Reads like being a concept artist is a lot like being on a committee.
Excellent anatomy and just a nice hint of appealing stylization. Of the designs I like the less cluttered one better, but I bet most of the modelers prefered the more cluttered one.
I worked on Firefall for about 5 years. I was brought onto development after an initial shift had happened and joined at the time two concept artists who remained. I did a lot of character work on the project (amongst other things. I ended up doing world building, prop design, and the voice from the speakers in copacabana was my voice haha). Most all of the portraits in the game were by me, barring a few from a few other artists who filled in missing spots.
I didn't work with some of the newest people as I had left to work remotely the final year and then after the final round of firings I wasn't there.
They brought in a buncha people to cover and owlrd build post that. I did build most of Copa, though, with a team of fun guys at a speed that we shouldn't have had to.
Got a link to the video with the lines?
They brought in a buncha people to cover and owlrd build post that. I did build most of Copa, though, with a team of fun guys at a speed that we shouldn't have had to.
Got a link to the video with the lines?
Hahahahahaha. Those were the first takes for those recordings with my terrible car salesman voice.
I actually had to take the mic at PAX for two hours and explain the game with a hired MC and ended up just talking in that voice the whole time.
The environment could be fun, but as a place of work it also had crunch time and whatnot. The project went through a lot of difficulties for a lot of reasons.
I actually had to take the mic at PAX for two hours and explain the game with a hired MC and ended up just talking in that voice the whole time.
The environment could be fun, but as a place of work it also had crunch time and whatnot. The project went through a lot of difficulties for a lot of reasons.
Comments