Dev Diary 2 — Reimagining the D&D Monsters for Battlemarked
[p]Designing the monsters for Demeo x Dungeons & Dragons: Battlemarked was a real highlight for our art team. We leaned into a more stylized aesthetic to keep true to the look of miniatures from a tabletop game. Everything got a bit chunkier, a bit thicker, almost like they were molded from plastic. Every dent, divot, and battle scar is dialed up just enough to make them seem as realistic as possible. [/p][p]We kicked off the design process with research, referencing the current Dungeons & Dragons Player’s Handbook as well as Monster Manual, Dungeon Master’s Guide, and some of the older edition sourcebooks too![/p][p]Then we entered the concept phase. We took those familiar monster designs and gave them our own twist to adapt them into the art style for Battlemarked.[/p][p]Silhouettes were a big focus of our design process to ensure that the players could see them better on the map. The large monsters don’t feel as big as they would in real-life, so we put a lot of work into the silhouettes and the colors to make them especially intimidating.[/p][p][/p][p]
[/p][p]Take the Kobold, for example. We wanted it to feel a bit nastier than usual and if you look closely you’ll see that it’s a short, vicious thing. All of the monsters in Battlemarked look like they’re going to cause you a problem - and that’s exactly how we want you to feel when you encounter them. [/p][p]Compared to Demeo, we improved a lot on the 3D models to add more details and cleaner and sharper textures to the character models. We can’t wait for you to face them in-game![/p][p][/p][p]
[/p][hr][/hr][p]TL;DR? You can watch the full video instead.[/p][previewyoutube][/previewyoutube][p]Tune in later in the week for our backlog posting of dev diary 3![/p][p]—The Battlemarked Team[/p][hr][/hr][p]Wishlist and Follow us here on Steam to receive news and information as we post them.[/p]