Vicious Circle

Rooster Teeth Games

Art Lead

ABOUT

Had the absolute pleasure to help Art Direct the Character Art of Vicious Circle.

As follows there’s a breakdown of my thought-process when it comes to Art Directing characters in our Original IP.

When designing and calling out Direction for 1st-person View characters, it’s important to reinforce shapes, color and ways to separate them from the environment.

Our Art-Style lends to the ideal separation of Shapes to distinguish characters from a potentially busy world, alongside with the erratic behaviour one might expect from a 1st-person Gameplay.

Game-theme is kept in mind when designing each character and as well color theory – which means each Character has colors reserved for themselves, a specific Shape given for recognition, and the conscious decision to reduce noise, increase bold-readable details.

This same mentality was given to the weapons as well, bold details and minimal noise.

Established standards such as texel density in 1st Person and 3rd Person Characters as well as standards on tech restrictions on characters and its cosmetics such as bone count and animation lenght.

Worked with Senior Animators JP Self and Chase Shields, to establish clear and concise animations for weapons and characters, as well as try to deliver on the fantasy of each character according to their personality and stylization, from attack animations, weapon reloads, and even emotes.

We strive to simplify yet maintain readable, all character detail in order to give the most basic and understandable notion of shape, which will be in constant movement. Absolutely the least amount of Detail/Texture noise in the screen.

Art Direction is with myself, with models and textures created by wonderful and skilled character team of Eddie Munoz, and Joshua Whitmire.

Previous
Previous

Marvel Strikeforce

Next
Next

Battlefield 4