Klei Entertainment -Off balance, awkward -Nervous habits in body language -Big head, compressed thin body -Simple cel shading -Wide eyes, small pupils -Exaggerated features, pushing shape language Ben - Character Inspiration
Entertainment -Integration of 2D character in 3D environment -Desaturated colour palette that still retains key colours -Childlike scale in environment -Pop of colour in clothing to stand out from the background -Exaggerated body shapes to emphasize readability from a distance Ben - Design Inspiration
Games -Derived from humanoid design -Recognizable, but uncanny -Carryover traits from “original form” -Extended limbs, broken features -Warped humanoid proportion -Not GORY just UNSETTLING -Distortion allows for biped or quadruped stances Too yucky Breaks in anatomy Monster - Design Inspiration
created In the final product, the monster is instead 2D animated, so the model has been repurposed for casting accurate shadows and blocking keyframes Monster - Model Process Left: Molly Veesart, Kaleb Leino, Naomi Ebata; Right: Sam Tome, Naomi Ebata
- Klei Entertainment -Excessive lineart in the details, flat colour underneath -Layers of space done in 2D, over a 3D model of the overall room -3D elements textured with flat lines -Defining lineart on corners, edges, and significant elements -2D linework emphasizes form and gives an outline to objects Hard outlines Excessive lineart detailing Environment - Design Inspiration
the texture of wood grain -Another layer of similar markings with an additional variation of the wood colour in larger objects -All edges and major changes in planes are outlined with a scratchy texture -Black, scratchy outline on every seam between planes (ground, wall) -Thin, black scratches to indicate wear and age of walls/ceiling -Large, darker splotches to indicate lack of maintenance and imply neglect -Black, textured outline; mottled instead of long, thin scratches -Flat base color is emphasized with some minor color variation for texture Wood Walls and Ceiling Carpet Environment - Textures Sam Tome
Bloober Team -Specifically aimed shafts of light for emphasis -Intentional division of light and dark spaces -Soft, illuminating glows in scenes with a lack of a direct lightsource -Dusty atmosphere Thick, dusty atmosphere (has layers) Light source contact No strong diegetic light source High contrast between light and dark Lighting - Design Inspiration
light to emphasize feeling of hope Basement - Cool tones and strong backlight - Staging for the monster to come down Lighting - Iteration and Execution Molly Veesart, Naomi Ebata, James Anderson
- Kindly Beast -Atmosphere affects value and saturation -Desaturated palette that retains key colours -Generally shifts warm -Leans heavily into darks and shadows when necessary -Strong contrast between light and dark -Pushing saturation in the light, not just value High value and high saturation Colour - Inspiration