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Character Design

News 10 comments

Hey everyone! I’m Steve, the new character concept artist for Overgrowth. In this post I will share some of the designs I’ve been working on. All images in this post can be clicked to bring up a wider view and higher resolution version of the image.


It’s been a bit of a challenge to get used to drawing anthropomorphic animal characters as I have very little experience with animal anatomy. Here is my first attempt at designing the Overgrowth races, completed during the application process to supplement my portfolio:


As you will notice, proportions are totally wonky and cartoonish and my lacking knowledge of animal anatomy is painfully obvious.


My first explorations of the individual races involved pushing the variations as much as possible while staying within the boundaries of established racial characteristics. Unique shape language and distinct silhouettes were the primary concern at this stage. However, my linework approach was taking too much time, so I started working with solid silhouettes and more natural poses.


Sketching silhouettes is a common concept art technique that allows you to quickly create variations of a subject because you only need to think about its overall shape. Furthermore, this approach made it easier to draw the characters in a variety of angles and poses and really helped me understand the forms better. I also took the opportunity to come up with some ideas for gender differentiation. For instance, male rabbits could have hare-like facial features (i.e. more prominent brow ridge, greater distance between eyes and nose, longer snout) whereas female rabbits could look more like rabbits.



Creating unique character designs helped me work out the unique flavour of each race. It’s also nice to take a break from anatomical sketches once in a while as they can get quite tedious to draw. These first two character designs are heavily inspired by the work of Aubrey, who has created such a rich foundation with his art for Overgrowth.


To better differentiate the races, I determined distinct limb and torso proportions for each race.


I then created turnaround sketches based on these proportions, focusing on the differences in muscle mass between the races and genders.


Next, I refined the heads. Referencing photographs, I drew the heads from a variety of angles and in different lighting situations to make sure I understood the forms. I also sketched many of these from imagination to try out different facial characteristics. I felt that it was important to not only focus on accuracy and realism with the heads, but to add expressive potential through slight alterations to the real life shapes. Increasing the size of the chin or brow ridge, for example, goes a long way in making an animal’s face more expressive.




I took what I learned from the face studies and created a set of racial characteristics charts to compile all of my ideas for racial and gender differentiation. This serves to keep my following drawings focused by setting more defined parameters to work within.


Here are the refined musculature sketches where I’ve implemented what I learned from the face studies and incorporated suggested changes from feedback. These designs are now in the process of being modeled to see how they look in 3D and will be further refined as needed.



I then completed fur studies for each race using photo textures and the smudge brush. Here I experimented with variations in texture, fur length, patterns, and color.


Finally, I performed another round of refinements on the designs, mainly fixing proportions but also improving the faces of the rabbits and cats.



The Canadian in me feels compelled to apologize for writing such a long post… So sorry! But thank you for reading, I hope you like the progress so far. Keep an eye out for more character art posts and maybe even some timelapse videos of my art in the future. Cheers!

~Steve Hong

Earlier levels

Earlier levels

Therium-2 3 comments

Something noteworthy about the current stage of development.

Custom Music

Custom Music

Therium-2 0 comments

Great news! Halzoid from the Wolfire Forums gotten Custom Music to work!

Technical Limitations

Technical Limitations

Therium-2 4 comments

All the technical limitations I have to deal with.

Introduction

Introduction

Therium-2 2 comments

An update to say what I'll be posting in the near future and an introduction on what Therium-2 really is.

Overgrowth: Floating Chinatown by Ertyez

Overgrowth: Floating Chinatown by Ertyez

Singleplayer Map 0 comments

A Custom Overgrowth Map "Floating Chinatown". This map is being updated from time to time and there are no requirements for download. Installation/launch...

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Full Version 14 comments

Music for the upcoming sequel to Lugaru: The Rabbit's Foot.

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the*Joker
the*Joker

This game is probably not ever going to come around. I know that these guys have worked their heart and soul into this game, but a development cycle this long is just unrealistic to ever be successful as a game studio, indie or AAA.

I mean, let's face it, plenty of indie game studios have opened up their games to Early Access and Greenlight and gotten pre-orders and Kickstarters and then they take the money and run or deliver a product that is ridiculously below professional quality.

To each his own. Four man team? You could divide the spoils well.

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TheUnbeholden
TheUnbeholden

They've hired 2 more programmers, Turo and Tuomas, and are looking for an animator. Where looking at mostly performance boosts in the long run and avoiding CTD's thanks to their help.

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Habbadax
Habbadax

Hopefully they can actually make some progress towards being a proper game rather than a thirty dollar tech demo, then

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Guest
Guest

Pretty neat stuff, would love to play as soon as it comes out!

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calmflow
calmflow

You'll be waiting a long time...

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calmflow
calmflow

This may not be dead but it's stagnant and looking more and more hopeless. Once upon a time this team were the vanguard of indy game development, they were the incubator of the humble bundle and now two decades on, they are irrelevant.

Harsh? Maybe
Honest? Absolutely.

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TKAzA Staff
TKAzA Reply Good karma+1 vote
Count_Crapula
Count_Crapula

"We're four guys working more than full time on this until it's done."

If you were working on this game more than full time, for six years, there probably should've been full release years ago, instead of a pre-alpha build after pre-alpha... I can't believe you are actually allowing pre-orders for this game

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booman
booman

8 months since their last update, should I be worried?

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MrEmjeR
MrEmjeR

I'm starting to worry too...

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Overgrowth
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Latest tweets from @wolfire

Jan 31 2016

Overgrowth Alpha 216 is now available! Check out the video here: T.co Blog post: T.co

Jan 27 2016

@Sean4Fezident That's odd, I don't think you are blocked!

Jan 15 2016

Overgrowth Alpha 215 is now available! Check out the video here: T.co Blog post: T.co

Jan 11 2016

Here is the latest Overgrowth Weekly video, if you didn't watch it live! T.co

Jan 6 2016

@theGiallo That would be cool, though maybe a bit too Diablo!

Jan 6 2016

@S3Dub Thanks!

Jan 6 2016

@kreylix Thanks!

Jan 6 2016

@Citizen_Daniel Thanks!

Jan 1 2016

Overgrowth Alpha 214 is now available! Check out the video here: T.co Blog post: T.co

Dec 31 2015

RT @OGWeekly: The latest Overgrowth Weekly video is online here if you missed it live: T.co

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