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Art direction, character models, and stylized graphics

The gameplay reveal and discussion place strong emphasis on visual presentation, especially character models, armor readability, and the advantages of a stylized art direction. The game is described as still unfinished visually, with lighting and environmental presentation identified as active areas for improvement.

At the same time, the recording presents recent character art progress as a major milestone, contrasting current models with much older versions to show the visual evolution of the project.

Character models and race presentation

The current character models are presented as a substantial improvement over earlier versions. The recording explicitly compares older and newer builds on the same map to highlight the increase in quality.

Particular attention is given to the human model, the infernal demon model, and undead visuals. The recording also mentions that the Baron and Gronthar race reveals are planned for a later showcase, presenting them as highly anticipated races within the game's lineup.

Female character creation is shown briefly, with the caveat that many customization options, postures, and animations are not final. More customization is said to be planned than what appears in the current build.

Armor appearance and visual progression

Armor is treated as a major part of the game's visual identity. Starter or default equipment is shown and discussed as needing to look good enough to support the fantasy of the character from the beginning.

The recording also highlights specific armor pieces and weapon combinations, including a polished-looking armor set and visible equipment placement such as the ranger's quiver. This is tied to the broader principle that gear should visibly alter the character model and communicate progression.

Lighting and environment issues

Lighting is identified as one of the main visual weaknesses in the current build. The environment is described as too dull or gray, with colors not yet "popping" as intended. Missing translations and other placeholder elements are also visible in the demonstration.

Some maps shown are explicitly described as internal or outdated testing spaces rather than player-facing zones. A GM island and an older map used for combat testing are both said not to represent the final visual standard for public play.

Stylized graphics as a production choice

The game is described as intentionally stylized rather than photorealistic. Several reasons are given for this choice.

First, stylized visuals are said to age better over long development cycles. A realistic game built to contemporary standards may look outdated by the time an MMORPG is ready for release, whereas stylization retains its identity more consistently.

Second, stylized graphics are described as less demanding on player hardware. This is presented as important for an MMORPG because broader hardware compatibility can increase the number of players able to participate.

Third, stylized assets are said to be faster to develop and iterate on. That production efficiency is treated as a practical advantage for a live MMO project.

Character design boundaries

The recording also states that Scars of Honor does not intend to use overtly sexualized character designs as a selling point. The stated preference is for players to be drawn to the game because of its quality rather than because of exaggerated sexual appeal in character presentation.

Source

  • Recording: Scars OF Honor - Focus on: Quality or Quantity ? Extra Bag Space: Pay2WIn or Convenience ?!?
  • YouTube: Watch on YouTube
  • Published: Sunday, February 22, 2026 at 9:31 PM UTC

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