Hi Movers! The SMG art team here – with Moving Out launching April 28, we thought we would share the story behind the creation of some of the characters you will find in this bed encounter, a moving game full of humor, color, and chaos. We'll streamline the process so you can preview the design work we do, and how we take our wacky ideas and turn them into something you can actually deliver. Letters how you deal with the Moving Out world, so stay tuned as we jump right into the character creation process!
In the beginning, we have to be very creative – any and all ideas are welcome, and not limited to the art team. At SMG, we think everyone has great ideas, so we sit down together and look up at the mind. The best part of this process is how to argue. Fish dishes turn into actual fish heads. What eats fish? Birds. The eagle is a bird, and the chickens – what's the funny way chicken heads don't go when their bodies do? Hmm… the chickens lay their eggs.
OH! Dragons !!! Browse EGGS!
Eggs… all this talk of eggs, now I’m hungry. Oooo oooooh !! SYMPTOMS OF HAND!
This spread of understanding and collective thinking helps greatly define our dimension. In fact, we took notes. We had some considerations that helped us to narrow down the list over time – we wanted to have bulletproof characters, things like tail or particle effects. We also wanted to make sure we had good parts of different types of characters.
With a short list in hand, we created ideas so we could see exactly what each character looks like it is possible look like. They knew early on that we needed the character's hands to be clearly visible; the thought of playing a great game, and it has shaped how close we are to the character's bodybuilding, so we closed that up early. The heads of the characters, on the other hand were still in conversation! So when the 2D drawings were distributed, in the form of real democracy, we held an internal vote.
After the vote, 2D drawings were completed with some detailed 2D drawings. And voila! The character concepts for the team to build in 3D and continue!
When we jump into 3D space, we start with a difficult model. Here we get to play with shapes and forms and can test it first if the idea is to really work. Realistically, we dropped the model in the game engine to test it on Arr. With a clear idea of what works and what doesn’t, we extract the model and complete the model.
To get a better idea on this, we can use Cam as a case study. After the first block came in, we changed the rotation of the eyes, added patterns to their line and played around with different lengths and positions. We also played with different colors because we had custom customization in mind.
Now, after turning off the character build, we get to tie it so that any of the different elements can survive. Most faces use the shape of joints or have a jaw rig. Sometimes the actor called them both, and the physics stuff was very revealing. It took some friction to make each character the way you see it, but it is the individual character that makes him look!
Another very important thing is how the bodies of the characters move. Mostly it is physics driven, but we also bend the veins of cycles such as running and slapping, with images to support all our wheelchairs and wheelchairs. We tried various useless pictures, and as always, we were heard and energized as we grew older with the game.
Something the whole group was passionate about seeing was the audience. It was really important to us that the players were able to create characters that they could relate to, so we were very excited to include a lot of customization options.
The non-human characters also had accessible options, such options for Herbie plants, and various options for finding Rye-Yu. Waffles, who? Guessing this variety was fun too.
In addition to the character variations, we also created a team of hats to work on all characters – this requires a custom skeleton system – but we wanted everyone to have the opportunity to participate in the character's dynamic.
The characters were all fun to make and enough to do throughout the creative process. There is nothing like creating something out of nothing, and we are all proud of the variety and range of characters we have created.
We hope you enjoyed playing your characters as much as we had!
SMG Art Team, Out!