We start off with a huge note of appreciation to Martijn for being the first top tier backer on Kickstarter. Thank you for the continued support from all our backers; we can only do this with your help!
Now, Lead Artist Chris Claflin would like to give you a glimpse at the process it takes to make Overload’s striking artwork.
I’m excited to share some of what I’ve been working on lately. While the Overload campaign continues to gain support, development on the game has not come to a complete stop. Luke has shown off some prototype weapon development, and today I’m going to share some of the visual side of that process.
Revival is a lean and mean little development team, so we have to work as efficiently and collaboratively as possible to be successful. One way we do that is staging out asset development in a way that allows for rapid iteration and is flexible enough to allow things to evolve throughout the process. These images and timelapse videos give a peak at some of our process in action.
And here are the results of the process along the way.
Above are the quick concept sketches: We choose C as the primary direction. Below is the first 3D concept pass.
You probably want to see how this weapon works in the game, and we’ll be sharing some all-new footage of that (and many other weapons) on Friday.
Thanks for you support, and continue to spread the word about OVERLOAD!