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PR78 - DotWorld Monsters

With Pixel Ripped 78 finally released for Meta Quest 2, PSVR2 and Steam, and I'm able to share some awesome concept art done for the project!
Today is the concept art for the enemy characters in Dotworld, the First Person Shooter segments in PR78. The aethetic in these areas aim to resemble Atari games of old, and we have done our best trying to conceive that look in Virtual Reality.
There's quite a mix of processes here, from early sketches and studies, to direct modelling in Blender. I used to do a ton of pixelart back in college, and we able to replicate those days now in 3D, it was so practical and quick - with good looks to boot when getting renders out of it. Plus being in 3D you already have all the vistas you need for the 3D artists to remake the concept as they see fit.

I hope you like it!

For more about Pixel Ripped 78:
https://atari.com/products/pixel-ripped-1978

The entire army of enemy models you can face in Dotworld, inside Pixel Ripped 78!

The entire army of enemy models you can face in Dotworld, inside Pixel Ripped 78!

I started with a bunch of fun sketches of possible monsters, while the Game and Narrative designers actually came up with what we would end up needing.

I started with a bunch of fun sketches of possible monsters, while the Game and Narrative designers actually came up with what we would end up needing.

Then I applied the language we developed for the environment inside the Atari-esque world we call Dotworld, and modulated the result to change every enemy into the look of the level they inhabit.

Then I applied the language we developed for the environment inside the Atari-esque world we call Dotworld, and modulated the result to change every enemy into the look of the level they inhabit.

I got back to the drawing paper to get some ideas flowing, really duke it out with the sketchdump phase.

I got back to the drawing paper to get some ideas flowing, really duke it out with the sketchdump phase.

With a general Dragon/Robot/Goblin design set, I went to design some possible variations for it in each of the other 3 levels. So, a Dragon in the Grooveland might look like a Punk Rocker for example, or sport a Black Power wig.

With a general Dragon/Robot/Goblin design set, I went to design some possible variations for it in each of the other 3 levels. So, a Dragon in the Grooveland might look like a Punk Rocker for example, or sport a Black Power wig.

Robot ideation sketches. So much fun.

Robot ideation sketches. So much fun.

For the Goblin, we also set out to solve a problem, in which Goblins are historically target of anti-semitism. To fix this, the Narrative Designer and me switched the face with a dog, and dubbed them DOBLINS.

For the Goblin, we also set out to solve a problem, in which Goblins are historically target of anti-semitism. To fix this, the Narrative Designer and me switched the face with a dog, and dubbed them DOBLINS.

The standard shaped enemies.

The standard shaped enemies.

Using sideview you can see they function pretty great as pixelart characters as well.

Using sideview you can see they function pretty great as pixelart characters as well.

The Visual Village level variation.

The Visual Village level variation.

The Visual Village enemy concept art.

The Visual Village enemy concept art.

The Groove Land level variation.

The Groove Land level variation.

The Groove Land enemy concept art.

The Groove Land enemy concept art.

The Cape Code level variation.

The Cape Code level variation.

The Cape Code enemy concept art.

The Cape Code enemy concept art.

As a bonus, here's the concept art for Dot (the player character) own Power Glove.

As a bonus, here's the concept art for Dot (the player character) own Power Glove.

I've also designed her helmet, all in the style used for the Monsters and Environment. A lot of fun!

I've also designed her helmet, all in the style used for the Monsters and Environment. A lot of fun!

Dot helmet views.

Dot helmet views.

Weapons and monsters in game!

Weapons and monsters in game!