Archive for Artwork
Just two months ago, DmC: Devil May Cry was released and caused quite a ruckus. While this unique entry in the Devil May Cry franchise didn’t exactly light up the charts, and remains a contentious title with series fans, at the very least it’s difficult to not admire the detail and creativeness with the art direction.
At GDC, Ninja Theory’s Art Director, Alessandro Taini, spoke at a panel about the challenges of creating a new visual style for this reboot, and of course the many different designs they had to go through to nail Dante’s look.
When Capcom first approached Ninja Theory for rebooting Devil May Cry, one of the ways they pitched them the project was asking them to, as Taini put it, “Imagine Dante as he was in a western movie.” At first they produced concepts that were different, but still familiar with previous games — but as Capcom wanted a new and unique take on the brand, Ninja Theory took a more creative approach.
Many of their initial designs saw inspiration from many popular films and television series’, such as Fight Club, Perfume: The Story of A Murderer, and Showtime’s Dexter. Ninja Theory created dozens of unique concept and design sketches for Dante, many of which were never shown until now (and some of which can’t be posted here).
As with many other characters from past Ninja Theory games, such as Monkey from Enslaved and Nariko from Heavenly Sword, the look of the character defines them as much as their personality. Taini and the developers at Ninja Theory wanted the design of Dante to not only have a story to tell, but also be a necessary component of understanding who he is. “The look of the character is the key to understanding the origins of Dante, and to show what kind of world he lives in,” explained Taini, while showing different slides of Dante’s design evolution.
While this was a more contemporary take on Devil May Cry, much of DmC’s art style was inspired by surrealist and renaissance era artwork, and was later appropriated to the game and given a more modern flair. In particular, the works of Michelangelo Caravaggio was a profound influence on Taini and the tonal direction that Ninja Theory took for DmC.
In terms of actual environments, Ninja Theory originally had different plans in mind. When researching the previous games, they noticed that environments were always lifeless and made Dante look relatively small in comparison. Their original plan was to incorporate crowds of NPC characters to populate the demonic environments, a la Assassin’s Creed. While they didn’t elaborate on what they proposed to do with them exactly, they did say Capcom producers quickly shot down the idea in fear of it sucking up too many resources.
Fortunately, this led to the creation of the ‘Malice’ aspect of DmC. Wherein the environments are this shape shifting and malevolent force that stalks the player. As with the developer’s penchant for character detail, this gave the ‘Malice’ a character of its own. This also allowed Ninja Theory to create a middle ground between their ideas for contextual and interactive environments, and the massive and looming architecture of the previous DMC games.
To close out their presentation, Taini replayed the “3 Years in 3 Minutes” video, that played over the ending credits of DmC: Devil May Cry. The video showcased many of NT’s animatics, storyboards, and prototypes for their early concept pieces. The evolution of DmC Dante’s design was a long and trying road, and hearing Tim Phillipps towards the end up the video montage throw out his catch phrase, “My name is Dante” was great way to end the panel.
A tactical action-adventure game, Enslaved centers on the complex relationship between the two main characters and challenges players to employ a mix of combat, strategy and environment traversal. With influences and contributions from top music and film industry talent, Enslaved combines beautifully rendered graphics and captivating music with seamless animation and engrossing gameplay.
More than 150 years in the future, the world has transformed into an unrecognizable state where all that remains are a dwindling human population and merciless robots left over from wars long past. In Enslaved, players take on the role of Monkey, a strong and brutish loner, and his AI partner Trip, a technologically savvy but sheltered young woman from a peaceful community. Both become captured by a mysterious slave ship, which are rumored to harvest people and take them out west never to return. As they each attempt to escape, Trip realizes quickly that Monkey, with his raw strength and power, is the only hope she has of making the perilous journey back home. She hacks into a slave headband to enslave Monkey and link them together – if she dies, he dies. Her journey has now become his.
Players must make sure both Monkey and Trip work together as they skillfully navigate through the world and survive against the dangerous enemy obstacles that lie in wait. Monkey will deftly wield his trusty staff weapon to attack and defend against enemies, using a combination of melee attacks, blocks and counters. He will also be able to perform spectacular takedown moves, allowing him to rip an enemy apart piece by piece, take its weapon for his own use or destroy it in one final blow.
Ninja Theory has raised the standards for video game development by enlisting highly talented professionals from other entertainment industries. Emmy, Golden Globe and Bafta nominee actor and director Andy Serkis, renowned for his roles in film as “Gollum” in The Lord of the Rings and the title role “Kong” in King Kong, and villain King Bohan in Heavenly Sword has been tapped to not only direct, but portray the lead character of Monkey. Considered to be the “go-to” talent for performance capture acting, Serkis continues his work with Ninja Theory for Enslaved. As with Heavenly Sword, Serkis is a major contributor to the character and script development, casting and directing for the title. Likewise, world-class musician and composer Nitin Sawhney, whose versatility and talent have helped him score more than 40 films and release eight studio albums, has returned to create the riveting score for Enslaved. Adding to the cavalcade of talented professionals is Alex Garland, novelist and screenwriter who has penned works including the novel The Beach and the movie screenplay for 28 Days Later. Enslaved is Garland’s first video game specific project. He serves as a co-writer and has been heavily involved with creating the script and in-game dialogue.