![]() ![]() At night, the pain was making me "see" things: creatures nibbling my bones, hiding in the dark corners of my room, sneaking out of shadows to mock my condition… I could hardly move without vomiting, and my body became a temple of suffering at a moment where you should be at the peak of your physical condition. When I was 18 years old, I contracted a blood disease that kept me in bed for several months, with terrible pain in my articulations and muscles. An invisible connection.Ī lot of the creatures and subjects you can see in Othercide are born this way: from the nightmares of the art team, and mine especially. ![]() I always try to infuse pieces of my own experiences and feelings into the project, especially during the early ideation stages. I consider that if you are honest with your own sensations, there will be a kind of resonance with the ones experiencing your art. I always prefer to gather a few, strong references, "digest" them as fast as possible, and start sketching to find the right system for the project. I feel that you can easily get "lost" in references, by always concentrating on "what’s out there" instead of "what you have inside you". I was more on the tracks of the twisted world of BLAME fom Nihei, the violence of Berserk from Miura or the essence of the manga Claymore. The funny thing is that Sin City was not one of my main inspirations for the art direction at all. Many people think that our main inspiration for Othercide was Sin City: the black and white universe the game depicts, with the touches of vivid red on the scarves of our Daughters and their supernatural skills… I completely understand the link. Throughout production, even to this day, we've been referring back to this statement whenever we need to make an artistic decision. "Guys, in any case, I’m here to do a game. I remember my first speech to the team, doing my best to not show my anxiety: When I started, Othercide had already entered preproduction a few months ago there had been lots of ideas explored, different styles tried out, but it ended up being too close to the "XCOM" aesthetics still. It was time to try a different approach, so we set out to define a creative framework, an "art system" with a handful of clear, bold aesthetic rules we would be working with. These rules created strong boundaries that immediately structured the way we thought about what I call the "soul" of the project itself: something that everyone can "feel", but doesn't really "see" yet. Illustration by Marine Coiffard / Art Direction by Alexandre Chaudret "You just have to trust your own madness." - Clive Barker I just had a very clear mission: make Othercide stand out "artistically" from the tactical genre, and establish a strong, coherent art direction for the project and the company. It was (and it still is) my first official job as an Art Director, and even though I wanted to be confident and brave, I had in fact no idea what I was stepping in. When I arrived in the studio, Othercide was still in a very early stage - it wasn’t even called Othercide yet! - and I had no idea how stimulating (and exhausting!) this journey would end up being, both creatively and emotionally… My name is Alex Chaudret, I have been working in the video games industry since 2011, and I joined Lightbulb Crew as an Art Director in September 2017. This is Othercide, a tactical RPG, where epic battles tell personal tales of fear and suffering. What will you be able to sacrifice to reach your goal…? Will you be able to dig all the hidden secrets laying behind the curtains of reality? Will you succeed in stopping the tortured creator of those monstrosities known as the Child? ![]() Through pain, sacrifice and blood splatters, the Daughters will go through the twisted realms of the Dark Corner and confront the horrible creatures of the Suffering Other. In a dark ethereal world, fighting in the ruins of a broken City, a group of fierce warriors stand to prevent Reality from Shattering. ![]()
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