Wednesday, 26 March 2014

Dragon slayer & bait dog


This brave duo utilise the heat retardant qualities of the lava turtle shell on a regular basis. Exposure to pyrotechnic attack is an occupational hazard.

Thursday, 20 March 2014

Ogre hide dungeon playsuit


Introducing the hip new armour craze that's sweeping the delving scene. Though hard to come by and hard to fashion, ogre hide provides an interesting new defensive option for dungeoneers. While it possesses unique properties not everyone's convinced. Discuss.


Pros
  • Allows levels of flexibility previously thought impossible in conventional armour.
  • Lightweight, when compared to armour providing similar levels of protection.
  • Practically impervious to cutting weapons.

Cons
  • They can smell you coming (no more surprise attacks!)
  • Eventually an indelible stench permeates the wearers skin hindering any attempts at polite social interaction.  Smell removable only with a scrub treatment at an Elven spa.
  • Pheromones may attract the unwanted attention of an ovulating ogress during mating season.

Thursday, 19 December 2013

Dwarf

Dwarves, some interesting facts:
1) They're the descendants of great burrowing creatures long forgotten.
2) They can run as fast backwards as they can forwards.
3) The 1000 year Mine Wars was responsible for both technological advancement and catastrophic dwarven population loss.
4) Dwarven beards can be woven into a robust fabric-based armour (but is very itchy)
5) They can grind rocks to dust with just their teeth.
6) They are shortsighted, and so prefer ranged weapons that scatter/spray projectiles.
7) Their poor eyesight is compensated by superior hearing and smell but also by their whiskers, which provide a little understood additional sense. "I feel it in my whiskers"

Thursday, 12 December 2013

Dol Athar - Development sketches

An eternal bitterness. The immortal poison of the heart.



Design notes for next iteration:

Still needs to be more decrepit! I am still quite close to the original visualisation of Dol Athar, needs more sinister overtones. Need to research the aging process, mummification, petrification and cryogenics! Liking the idea of a fragile/still body housing a dark and powerful mind but will need to ensure he is capable of expressing the range of emotions required from the script.

Tuesday, 3 December 2013

Location concepts

Nestlebrook, an elfkin hamlet.
Where Featherfoot and Toothskin spend their youth, until the events at Gabbler's Ford.


Gazgarth, the Smog Metropolis.
Where elfkin become seduced by a dark path.
 
Yurruq, the City of Mages
Home to the necromancer Dol Athar, and where our elfkin's fate is decided. 

 

Design notes for next iteration:

Nestlebrook: Make the setting more visually interesting, look at terrace farming for inspiration. The hamlet's name suggests it could be tucked into a valley so terrace farming makes perfect sense.

Gazgarth: Keep feel distinctly medieval, try not to get sucked too deeply into the steam punk aesthetic. Have avoided classic bird-beak plague masks but might relent.

Yurruq: The more powerful the wizard the more their physical appearance will have been ravaged/altered by exposure to magical energy. So Dol Athar, a once mighty sorcerer, would be incredibly disfigured/distorted - revisit the initial design!

Wednesday, 27 November 2013

Scene development: The battle for Gabbler's Ford




At Gabbler's Ford we met the foe,
The fearsome northern hordes,
They thought to feast upon our bones
But bit down on our swords.

Unknown Elfkin Bard


My unstructured scene development process
1. Read/develop/interpret basic script outline.
2. Rough out storyboards to identify key characters, objects, settings and action sequences. Opportunity to think about visual storytelling.
3. Develop characters, props and environment reference. Be prepared for production!
4. Enhance. How might one enrich the mood/purpose of the scene? with lighting, framing, etc..
5. Repeat/iterate. Destroy/create.


Initial sequence
 
Concept development

 

Original mood sketch



Design notes for next iteration:

I decided to make it snow! Weather will be used to visually differentiate past events from scenes set in the present day... but shouldn't characters now be dressed appropriately? Hats, scarves & elfkin mittens. Breath visible on cold air.

Goblinoid chieftain is boring/generic... make him memorable. What's his weak spot? Special weapon? Don't waste the creative opportunity. Any ideas guys?

Better integrate the environment into the scene. Use the setting, make it so the events could only happen in this specific location. Troops fighting in the icy water, the makeshift bridge should be a centerpiece for the sequence. Blood in the snow.

Thursday, 21 November 2013

Goblin Glue

Goblin glue (goo or paste) is the viscous liquid resulting from the reduction of goblin blood. The glue intensifies the goblins remarkable ability to heal and fight infection. With a generous dollop of glue even severed limbs can be reattached and fully operational within minutes.

The Battle Butcher
The goblin battle butcher armed with only a cleaver, bucket of goblin glue and his superior anatomical knowledge (amounting to knowing how many limbs a goblin ought to have!) is able to splice together combat ready warriors from the recently dead and grievously wounded. The unpredictable shapes and awkward gaits of these abominations as they shamble into battle is such a perturbing sight it has even drawn comparison with the choreography of Dwarven ballet .

Human consumption
Goblin goo is not the exclusive preserve of goblinkind. Many seasoned dungeon delvers have prolonged their adventures by resorting to its incredible regenerative powers. Its over-use, however, can lead to some undesirable side effects (or goblinisms):

1) Dislike for bright light, compensated by superior darksight.
2) Ability (and desire!) to eat rotten meat/carrion/feces without ill effect.
3) Stench of the unwashed, the emission of the distinctive goblin odour (which attracts the unwanted attention of their natural predators... gulp worms et al)
4) Distortion of noses, ears, limbs and... other appendages.
5) Development of psychotic tendencies and/or malicious sense of humour.
6) Flatulence.