Here is a look at how the Artwork of the game is created.
Most of the environment artwork has been sculpted in ZBrush like this:
I had created low poly versions of the Assets and then baked the high res information of the sculpts into it. It has been baked into the normal map texture as well as into the usual diffuse color texture, additionally the lightmaps have some of that information baked in too. (lightmaps are textures that store the pre rendered shadows.)
The workflow for the creatures is very similiar:
First its sculpted with a default pose, then a low poly mesh needs to be modeled and finally the sculpt gets baked into the textures of the low poly mesh. Additionally the creatures need to get rigged with a skeleton and then animated.
Here you can see the Bat animated:
This is a shot of the story telling, it will be told with cinemagram like 3D scenes in which you can rotate a little.
All the creatures have Ragdoll Physics which then requires also a Physics configuration of the Rig/Skeleton. In that Configuration its defined how each bone can rotate through the physics as well as how they collide. When set up its always good to do some crash tests, but more about that later.
Here is a look at the Little Dragon sculpt:
Its a child dragon, not very big but very dangerous. You will have to dodge their fireballs.