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Character Creation Process: From Concept Art to In-Game Model

Hello Companions!

Come and see how we’ve made the new character for the Valrenay race - from the concept stage to the finished low poly, textured model.



We start off with a blueprint for each character, it’s a base for further modelling. We focus here on the general proportions and the silhouette of a unit, as well as its color scheme. However, we often change the latter in the later stages of production. The blueprint is also a nice reference for texturing further down the line.



The next step is creating a “sketch” of the character in high poly. It’s important to get the overall proportions of the model right at this stage. Considering that it allows us for a faster iteration speed, it’s the stage where we can implement any of the last minute ideas that we had not thought of during the concept art phase. After that, we try to make it a rule to leave the geometry alone and use texturing to polish everything up.



The low poly model is subsequently created based on the high poly version. After that, we get to the most important part in bringing the character to life - the hand painted texture.

On top of that, to be fully game-ready, the model needs to be rigged and properly animated.



Engineer is the 4th Tier unit of the Valrenay race and has unique access to the Engineering skill tree. She is known for her vast array of different gadgets that she deploys on the battlefield as well as surprisingly high defence capabilities. She’s able to control the battlefield well, making it harder for enemies to pass through the initial line of your formation. Pair her up with a couple of Marksmen and suddenly you’re cooking with gas.

That’s all for this week, make sure to tune in for the next week’s devlog!

As always remember to add Glorious Companions to your Steam wishlist and convince your friends to do so too! ːsteamsaltyː