Hello World!
I'm extremely excited to introduce you
Invertium, a a 2.5D platformer indie game I'm developing in my free time with my friend
Chris Estevez.
I will be in charge of the graphics, from 2D concepts to 3D game ready models. He's the developer and also, the game designer and founder of
Lunar Kingdom.
As big fans of polycount, we wanted to open our own dev-thread since the very beginning. We feel ambitious with this, but at the same time we are very humble, and as the only artist of this project
I would really appreciate all the comments and feedback from the experienced dwellers of this forum. Thanks in advantage, and feel free to share your thoughts!
This is Ana, the main character of Invertium. She is a capable strong woman, a mother and an ex-soldier.
The world where she lives in has been suffered recently a war against a non-human civilization of individuals with the power of alter the gravity to will, and the humanity is trying to mimic this astonishing power by making experiments with parasites that give this ability to their hosts. But no man alive has been able to resist the aggressive symbiosis with the parasite
until they tried someone capable of carrying another life inside: a woman.
Even since the very beginning, I tried to show the non-human life Ana is carrying shining through her clothes, futuristic exoskeletons or even weird apparatus, but it wasnt until I drawn some indian inspired tattoos when I was satisfied with her look. I wanted her to look like a strong woman, but I didnt want to cover her body with unnecessary machinery, and I wanted her design to read as a test subject with some easy-to-wear maillot without over-sexualizing her femininity with ridiculous tiny outfits.
Its a strong fact that we are two men making this game, but we want to see more strong women portrayed in this media, so its very important for us to do this right. Interpretation (even idealization) is a big part of the design process, but I ended up looking at real woman examples, like Samantha Wright. She represents a lot of things that I wanted to see in our protagonist, and I guess her influence is pretty obvious in the design, right?
[SKETCHFAB]1a8e0b914f4e4c4c965357839178660f[/SKETCHFAB]
Im very happy with Ana´s design, even though this is a 1.0 version of her and Im sure we will iterate the design over the development of the game. All the comments, feedback and even random thoughts about it are welcome!
Ana was
sculpted in Zbrush, then
retopologized in Maya and finally
painted using the new Substance Painter (Allegorithmic). We want to make a game playable by everyone, so I tried to keep the poly count to the minimum and stay very low poly.
Even since the very beginning, I tried to show the non-human life Ana is carrying shining through her clothes, futuristic exoskeletons or even weird apparatus, but it wasnt until I draw some indian inspired tattoos when I was satisfied with her look. I wanted her to look like a strong woman, but I didnt want to cover her body with unnecessary machinery, and I wanted her design to read as a test subject with some easy-to-wear maillot without over-sexualizing her femininity with ridiculous tiny outfits.
Theres a street version of her outfit for the levels beyond the lab (the tutorial ones) but I will speak about it in further updates
Replies