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Game | Art | Sound
Kate

Kate

Animator

Steppe dweller's motions

At this particular moment we are working out the way of moving of one mysterious character – Steppe-dweller.

I have decided to upload here in Workshop his plod and to show how he attacks – whether a human being or animal.

Steppe-dweller’s plod
(avi, 2,27 MB)

Steppe-dweller’s attack
(avi, 0,87 MB)

Ein

Ein

Art Director, texture artist

Transformations

After I got an overall idea of how this character might look like, we tried a couple of artists, so each one of the sketches demonstrates a slightly different "personal approach" or what you may call it. Nevertheless the character's basic forms were 3D modelled using both versions: see a black coat is barely a something more than a black coat, no matter whether it is "personnaly approached" or... erm.. just a coat. Sooner or later I got a textureless, yet coated model, to make a final character from.

Behold the difference.


1 2 Result


P.S.: What is "a sketch" anyway?.

Peter

Peter

Lead 3D modeller, level designer

The problem of sleeplessness

I don’t know why everyone is so fond of the light in the windows, it does look good, of course, but there is nothing revolutionary about them, although the programmers did have to put a lot of effort into switching the light on at night and off during the day. I only gave them nicely fitting texture and made a few touches to the houses.

All in all, the person to thank for these windows is the producer; he wanted them so much, so he got them…


Day Night

 
Meethos

Meethos

Graphic artist, movies producer

Storyboard in progress

The arrival of the army cinematic underwent numerous transformations on words and on paper. One of the final stages was fixed, copied, multiplied and passed on further down the production line.


1 2 3 4

Game features

  • The game “Pathologic” was created to give a new view of the battle between man and evil. The Evil in this game is real. It seems we have succeeded in depicting its true form and insert it into the game mechanics. Such games are dangerous and this is our official preliminary warning.

  • The world of the game is a stone town on the border. Every house, every tiny fragment of the town resembles its prototype. If we throw out the useless pathetic, we’ll have a town that’s not been invented, it’s been rebuilt. Every day we have more and more things that are in their right place.

  • After some work with live actors, there are 27 characters in “Pathologic.” The players will be able to see photos of real people in the game, a part of which is concealed behind the masks of 3D dolls.

  • Every courtyard of the game lives its own inner life. Often random factors and planned events occur independently from where the player is what his state is. It can be different, however.

  • The primary task in the game is survival. The game allows the player to choose his personal strategy for survival – whatever you like. Chaos, marauding, communication, sleep, speculation, fighting or other… The freedom is restricted only by the abilities of the person and his will, as it is in life.

  • Each of the characters lives the 12 days in his own personal way and will unveil the story only from one side. Each will see the same things, but will come to his own conclusions.

  • The essence of the game is a trap. Every one of the possible finals could be either victory or defeat.

  • Facial animation of the in-game characters powered by LifeStudio:HEAD technology by LifeMode Interactive, Corp.
   
   
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