Ladies and Gentlemen,
We are back on track with our weekly design evolution pieces. Hope you enjoyed the visuals of the finalized common angel. This week we will be covering our oversized friend Gluttony. He was one of the easier sins to depict artistically because Gluttony is a physical trait while Envy, for example, is a personality trait.
Some of the words we used to describe Gluttony were fat, slob and waste. Waste is important because Gluttony can eat items such as boxes and keys that may slow down the progression of the game for other players. On the downside, if he eats too much, points will be thrown up. This is something to be weary about before binging. The first visuals of Gluttony were conceived by Dan Williams.
The large mouth was perfect for our gameplay needs. As Dan Menard put it “His special attack will be ‘chomp’ so his head might need to extend out and bite things,” hence the extra large mouth. The overall feel of Gluttony was spot on but we wanted a little more spunk from his clothing. The following picture was an artistic reference Dan Menard came up with.
As shown in the reference, the dirty clothing really makes a significant difference and resonates dirtiness. Tobias sketched up the second version of Gluttony, which can be viewed below.
The clothing gave Gluttony more of a personality than before. Most notable are the buckles on his pants, the undersized shirt and desert fork in his hand. However, we lost the head that worked so well with his special attack “Chomp”. The bushy eyebrows and small beady eyes didn’t work for us.
The final changes were with the colors. The red tones that were in version 3 were too harsh for Party of Sin’s style. We decided to change them to a greenish yellow to increase elements of dirtiness and grossness.