Posts Tagged: dextre

Devblog #9 – Haggard

Designing iconic characters is difficult. Especially in a world soaked with visual arts. Besides that is not the only concern in design, the character has to appear functional, for the same reason you don’t draw ice picks on a desert dweller. In my case, designing a robot as a main character removes a lot of problems that goes in designing humans, but adds other problems. I could very well design a cubic block with reaction wheels for moving and wireless computer connection, that would be how a real space agency designs a robotic pilot, and if he has to move mass around, just stick a pair (or more) of arms in it and it’s good to go.

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(Dextre from the Canadian Space Agency) How it’s done IRL

The thing is, empathy is necessary for a proper connection with the player, I’m sure my robot can bend all his limbs backwards but he will have the basic proportions of a human being. The juri is still out on the head screen with emoticons, but it’s a nice idea I got from Chappie. It could very well be just a computer screen like TARS on Interstellar. Or maybe I’m being too picky with this because my actual main characters during gameplay will be space ships and not people

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I’ll be sketching some characters of all the different factions next before going back to ships