The art director, Jeff Bunker, felt like it was difficult to connect with just a black eye. So I added a very subtle grey/ blue/ green iris to the goblin's eyes to stay away from the warm red eyes of Ranrok and the bad guys.
We thought it would be unique for Ranrok and the other enemy goblins to have red eyes, showing the power they wielded within.
My first bit of exploration with the goblin armor glow, I thought it would be cool if all of the little metal design work glowed and added an interesting bit of detail. Glow drawn on top of original concept by Danny Russon.
Armor and uniform made by Dallin Jones. Next round of glow ideas, Jeff Bunker, the art director wanted the glow to be seeping out from the different layers.
The art director wanted the glow to be more all over. So I thought what if the cutouts are brighter?
Maybe instead of the glow coming out under the layers, what if the edges glowed?
Final glow concept. A nice balance of glow all over, utilizing all the different layers and the metal inlays.
Final Goblin Chieftain armor glow design and textures. Adding subtle purple and orange hue shifts to really make it feel like the armor held powerful magic and mesh better with the vfx.
In engine Goblin armor glow with "corruption" vfx added.
- I also made the enemy creatures' (Spiders, Trolls, Mongrols, and Dugbogs) eyes glow to match the corruption vfx and the armor glow.
Goblin Mage Glow textures. Armor and uniform made by Dallin Jones.
Ranrok armor glow textures. Ranrok uniform and armor made by Isaac Kellis.
I had a TON of fun really making it feel as though there was a lot of magical energy inside these shoulder pauldrons and it's trying to get out.
I was fortunate to work on the goblin's eyes, their goblin silver glows and the corruption vfx on the enemy creatures (Spiders, Dugbogs, Trolls, Goblins, intro dragon and Mongrols). Working with the concept art team and the art director to create the groundwork for the look for the glowing armor.
- I worked with Brian Kohrman on the VFX team and Jeff Bunker the art director to animate and get a consistent look for the enemy creatures in combat. As well as helping animate the goblin armor glows in the scene we first see Ranrok to match what we had in gameplay.
- I then went on to create a guide/ documentation on what we had done so the cinematic team could match what we had done.
- I also worked on the Ambient Occlusion maps for many of the goblin characters.
Huge congrats to everyone involved and all the beautiful work done on these characters.