300 Years in the near future, Robot Knights were designed to save the world from The Robots, as they questions the honour of the slaughtering they were programmed to commit.
Metaleux is a Third-Person, Melee-Combat, Action-Adventure, exploring themes of knights and chivalry in the real-world, based on near future context of robotics and AI.
Core Team
Freelancer Team
Kaveesha Dewmini Amarasinghe | Rigger | @Kaveesha Amarasinghe
Zahra Tilling | Character Artist | @Peach
Oliver Strydom | Texture Artist | @OliverStrydom
Christopher Hart | Weapon/ Prop Artist | @Chris hart
Edufred Matei | Weapon Concept | @candiigore
Abraham Richards | Environment Concept | @swagbra
Alexander Adegbite | Enemy Character Artist | @alex.doa
Our Goal
We wish to create a game that combines the visual styles of 16th century renaissance with futuristic industrialism.
Our main focus is to make something that takes a unique twist on the melee combat genre, and tell an eyrie morally grey cautionary tale for issues that we could very well face in our lifetime.
We look forward to the challange both techinally and creatively!
Updates will come weekly
Replies
Early environment greybox, combat system not yet confirmed so we're keeping the centre a bit empty for now
Early environment grey box - Top Down
Character development: Pushing the knight iconography further.
Credit: Megan Lau
Character Dev: Refined proportions from previous iteration + Back view
Credit: Megan Lau
Robot Dev: Initial blockouts for the robot. The original aim was to achieve similar design language to architectural brutalism
Credit: Megan Lau
Robot Dev: Initial 3D blockouts done alongside concept art for more ideas. The second photo is the design settled on
Credit: Gemma Atkinson
Robot Dev: After feedback, the design was altered away from brutalism and more towards industrialism. Keeping the quadroped design.
Included some exploration of the mechanical components as we intend to have the robot be destructible in game
Credits: Alex Adegbite
Early Environment Concept Art, exploring brutalist and industrialist architecture. The aim was to achieve the imposing feel of a brutalist space while maintaining the detail of an industrial area. The inspiration came largely from Tokyo storm drains
Credit: Abraham Richards
Early environment Greyboxing
Credit: Lindy Paculanan
Early Weapon Development, the top being the original blockout, and the following two being the development that followed.
The design is a sword that extends into a partisan, featuring blades that extend outwards in a scissoring motion to form a pickaxe shape for armour penetration and climbing, and propellant (either a gun with lots of kickback or a rocket (most likely a rocket) ) for more powerful thrusting and mobility)
Credits: Chris Hart
Further images of the latest weapon design
Credits: Chris Hart
Combat Animations Progress
Environment Concepts: "wow this place is eerily and unnaturally peaceful for a ruined building" sort of vibe. (quote from art director)
Pushing more technologic/Futuristic industrialism aspects while keeping the dystopian themes.
Credits: Abraham Richards
Our latest weapon concepts based on previous blockouts. The main focus of this iteration was acheiving style coherency of the designs and their features with the rest of the game. Edu also took it upon himself to explore moving parts and features to give the weapon a more mechanical feel which worked really well!
Credits: Edu Matei
This is the ultimate robot knight design for this project, featuring more exaggerated proportions, features, a completely reworked head and waist, a status indicator light on the back and the inclusion of emblems/manufacturing numbers.
We have also included an example of the character in the environment concepts, as the coherency between the two has been a point of struggle throughout the development
Credits: Megan Lau
Initial progress on the primary sculpt for the robot knight. We realised that there may be a problem with mobility around the hips, so we have sepearted the armour plates further to increase range of motion. An absolutely fantastic start!
Credits: Zahra Tilling
The latest in progress for the Terraformer Mech: We received feedback from hard surface industry professionals working on Starfield. The changes made were:
Extend the reach of the legs, Move the front legs sockets back and outward to make room for arms. extend the length of the laser, and remove the top nozzle. We have also matched some of the aspects of the design language and colour of that with the robot knight (as in the lore they were manufactured by the same company). Overall the design has been made slightly more aggressive, while maintaining the industrial feel.
work on the initial blockout for the terraforming mech has begun! Modelling all panels separately so they can be hit off in game to expose the mech's insides!
Credits: Gemma Atkinson
Updated environment outer walls, exploring futuristic industrialism and closer matching the concept art by Abraham
Credits: Lin Paculanan