Lock In's Wanderer monster creative process

in gamedev •  6 years ago 

Render ps1sa.png

So I started with this sketch, which I was really inspired to do. It has to do with a fear of mouths with the giant teeth, crawling on the ground (weasel-y), with big grabby hands and feet that almost droop on the floor. These are all tied to a main character's background, of her worst fears. Think of a creepy pedophile when you think of this monster, that's what it basically represents. A
Monster1.png

As a side note before I get to the model, Silent Hill likes to overuse brown rotting flesh. I really just noticed it as I was looking for what I was thinking of when creating this monster. I think I will use some brown flesh monsters, but I will try to branch out a bit more. Since this is a spiritual successor to Silent Hill in some ways, I think it's best if I try to improve on the design ideas as much as possible, even though that's a really tough task. I think I can do it with Lock In. Also, the screenshot below is emulated, so it's not running at the actual PS1 res.
image.png

Silent Hill 1 Romper monster, meet the Wanderer. Here is an hd version of the model that I created in about an hour, last night, very low poly for the purpose that Lock In is supposed to be a PS1 game.
Render.png

Finally, there's the image from the top. Here's how the Wanderer will look in game (at least it's a close representative). It's been downsized to PS1 res, and then upsized to a decent viewing res.
Render ps1sa.png

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Very cool! Can always appreciate the low-poly and low-resolution art of that era. Coulda fooled me that this was actually from a Silent Hill game lol

That's AWESOME to hear. I'm so excited and passionate for this game. It really makes me feel good to hear any response from it. :)



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