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Race and creature concept reveals

Several race and creature concepts are shown, including the male Baron, an early Sun Elf concept, a goblin king design, and an undead skeletal enemy built from a reusable asset family. These reveals emphasize both faction identity and the practical constraints of turning concept art into game-ready models.

Baron male model

The male Baron is shown in a base version with some parts marked as customizable and other parts identified as removable or swappable. He is described as physically larger than humans, standing at roughly 2 meters tall compared with human characters at about 180 centimeters.

The intended look is bulky and powerful, with customization focused on features such as hair, tusk designs, and ears. Back fur is discussed as a possible customization option rather than a required default feature, partly because armor coverage would often obscure it.

Sun Elf concept direction

An early female Sun Elf concept is presented while body type and overall silhouette are still being explored. The main design challenge is to make Sun Elves visually distinct from infernal demons. Horns are rejected for this race because they would overlap too heavily with the demons' design language.

The concept instead leans on other features, including pointed ears and fiery visual motifs. A glowing or emissive back element is favored over a flat tattoo treatment, reinforcing the race's fire-associated identity.

Goblin king concept and technical revision

A goblin king design is shown as an example of how a strong 2D concept may need to be simplified for technical reasons. The original version appears to have included many separate components, but the final base version is planned to be reduced in complexity so that production time, technical overhead, and client performance remain manageable.

Even after simplification, the design keeps emphasis on the helmet and upper silhouette. The king is also described as having a large chest with comparatively smaller lower proportions, giving him a more unusual body shape.

Skeleton enemy family

An undead skeletal enemy is used to explain the team's asset-family approach. Rather than building every undead enemy from scratch, the team creates a shared base skeleton and then dresses or modifies it for different roles, such as a mage-like variant or a larger elite figure.

This method is intended to maintain visual quality while increasing asset output. The skeletal enemy shown is also scaled to be much larger than a human character, though the preview format reduces the sense of in-game size because it lacks normal perspective.

Weapon and armor concept continuity

The reveals also include discussion of associated armor and weapon concepts, including a scythe-like weapon shown alongside one of the character designs. The broader point is that race and NPC concepts are being developed together with their equipment language so that each visual family remains recognizable.

Source

  • Recording: We Let Our Art Director Reveal Too Much… (Unseen Art & Concepts)
  • YouTube: Watch on YouTube
  • Published: Thursday, March 5, 2026 at 2:18 PM UTC

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