Reason? Nah, it was pretty random. After a few failed attempts to sketch a tough looking giant robot which could KILL everything in its path, I tried for something more humanoid - an armored cyborg chick. In my case, a final design doesn’t just pop into my head, many additional features were added during the basemesh stage - like a convertible droid-backpack! I can’t deny that inspiring artworks and games influenced my choice for a design. At the time, I was under the impression of a recently released Crysis sequel. What the guys from Crytek did, in terms of futuristic military design, was simply brilliant, especially their nano-suit designs. On top of a form-factor suite, an idea of a winged recon specialist came from GUNNM, an epic masterpiece by Yukito Kishiro, creator of a manga series full of amazing ideas and great visual designs. Aside from inspirations, the second important thing that influenced my design was - functionality. I have always been a huge fan of futuristic industrial designs and technically realistic sci-fi equipment. I mean, for me it’s just not enough to draw cool devices, armor or weapons. Everything should look like it can exist in a real world, and work properly. I know it can be difficult sometimes to achieve functionality in game design and make it so it still looks awesome, but when it happens you get a double set of awesomeness. Take for example, a few of our latest movies: Transformers, Avatar, and District 9. Design-wise, these are perfect examples of how something can be made to look great and functional at the same time. |