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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

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Overgrowth Spray For Source Games

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If you feel like promoting your favourite indie game while playing your favourite Source game. To use it: unzip the file, start your Source game, press...

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Overgrowth Main Theme

Full Version 14 comments

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

Post comment Comments  (1030 - 1040 of 1,069)
INtense! Staff
INtense!

Amazing profile - added this to my buy list on steam :D

Reply Good karma+2 votes
Robots!
Robots!

i agree!

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Silverfisk Creator
Silverfisk

May I suggest you preorder the game instead? If you do this Wolfire gets all the money (otherwise Valve gets 50%) and you still get the game on Steam. Support the indie developers! :-D

Reply Good karma+4 votes
DarkJee
DarkJee

Wow! Cool 1 hour interview for Overgrowth!

If only I could perfectly understand everything what you said because I'm your biggest french Canadian Overgrowth Fan! =D

Woops, I wanted to post a comment, not a reply XD sorry Silverfisk

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Robots!
Robots!

great concept art!

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TAU!
TAU!

I just beat Lugaru today, and I've been wondering, what's the estimated release date for Overgrowth?

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HANDofKANE
HANDofKANE

For the team;
-------------
From what I've seen from the vids and images, your landscapes and overall visuals looks absolutely amazing. The atmosphere of the game is gripping. Your desert maps are pretty much sorted, but what about tropical maps?

I'm imagining lush, alive green forests. Don't let the task sound daunting. As long as you have 4-5 different models of one tree, each with a couple of morph channels, you can have a forest with seemingly huge diversity. (You already knew that ;) )

But if that's already done/planned and you guys are holding out on us, the next, and probably biggest, thing would be to write in a shader that can mimic SS Scattering or even have the real shader.
I thought that crysis would be the only game to have it (the real thing) but I was surprised to see that Tomb Raider Underworld, FarCry2 and UT 3 all had a similar shader for their plantlike/skinlike objects.

It would be nice to have godrays/sunbeams, Crysis like if possible or even FarCry 2 like, but personally I'd like to see ones that resemble HL2 - Garry's Mod 10's, it had a very clean and quick code behind it. (If you have Gmod or know someone who has it I advise you to check it out under the PostProduction ingame tab.)

Just think of the visual impact it would have? And depth it would add? Not just realistic skin or plants, but volume effects on nearly everything that counts, like cloth, organics, (dusty)water, (dusty)air, and other materials like snouts or gemstones (or jelly, yum). The sun rising over the world of Lugaru, behind silhouetes on the horison casting long rays over the distance.

Just a thought...

Keep us the good work guys :)

- HawK (HANDofKANE)

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Ninjas
Ninjas

We were thinking more along the lines of doing a temperate rainforest instead of something tropical (since that has been done to death recently)-- We should be able to do that kind of environment eventually. We may have to do some tricky stuff for the plant LOD before it is really working.

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HANDofKANE
HANDofKANE

Can you believe this? I just downloaded the Lugaru demo and now it's comming out for free, must be my month :)

I'm so gonna buy this game, Overgrowth,

- - -

If you developer need a graphic designer for menus, interface and stuff, let me know ;)

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Kasplatt
Kasplatt

If I preorder it through Wolfire, then when I get it, will it be through steam or just a standalone for itself?

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jeffr Creator
jeffr

Kasplatt, if you preorder, not only do you get the Mac, Windows, and Linux version directly from us, you get the Steam version when we launch!

Reply Good karma+3 votes
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