Grey World is an idea that I came up with a couple of years, and while I created a few concept pieces for it, I never did anything with it, until now. The idea was centred around a mysterious world that characters somehow find themselves in, it would be heavily inspired by steampunk and surrealism, as I wanted to create a warped and uneasy place to be in. It would be a place where so many elements of it, were strange and out of place in one way or another. There would be flat and endless fields of suspicious wheat, where all sorts of structures, machines and sometimes towns poked out of the fields. There would be muddy paths to break up the wheat, and the atmosphere would be permeated by silence. The basic story premise was that the characters would have to survive in this world, facing a lack of resources, dealing with their strained relationships and facing dark and shadowy monsters.
These initial ideas were not just inspired by the aesthetics of steampunk, and surrealism, but also by medieval and 20th-century architecture and art movements. A lot of the structures and machines reflect this. Some media had also been key influences for the design as well, such as the movie, the Isle of Dogs (2018), which had striking imagery, which inspired how I designed the way the structures stood in the wheat fields. The way the film also showcased this imagery also inspired me, as the strange focus on certain elements, paired with aesthetic music, influenced how I presented the backgrounds for Grey World. I was also inspired by two films by Ghibli Studios, Howl's Moving Castle (2004) and Laputa: Castle in the Sky (1986). Both films used incredible, strange and beautiful designs for their machines, robots, flying ships and other steampunk elements. These influenced me to also design my machines in similar ways.
As mentioned on a different page, another influence was the feelings I was experiencing at the time. I won't delve into the details, but I was essentially moving forward in my life, and I had to start going into the city a lot more often. It was a scary time for me, I was incredibly anxious about this new environment I found myself in, I constantly thought I looked wrong, I agonised about doing the wrong things, and I was afraid of looking like a fool. It didn't help that I was also quite shy, but this new environment felt isolating to me, I felt like an alien, which is reflected in the design of Grey World. The project helped to put my emotions onto (metaphorical) paper. That's why this is one of the key themes of Grey World, and how to navigate them.
A final thing to mention for the original idea is the colour scheme. I decided to use grey colours, as I was trying to think of a unique aesthetic that would work well with an odd setting. After deliberating, I finally had a eureka moment after designing the protagonist and a monster using black and white colours. I decided to go all in on the grey colours, as I felt it was the perfect aesthetic to create and reinforce the odd, liminal and uneasy vibe of Grey World. Another factor in this decision was also my colourblindness, as it does make it difficult to work with colours on digital art programs. So I figured this would help make the process easier for myself, where I could focus on the values of the colours, rather than the colours themselves.
Below are the original pieces that were created when I first developed this idea around 2020.
Now that the idea has been brought back, a lot of things have changed for me. I've grown as a person, I've gained confidence in myself, and I'm feeling much more comfortable in this environment that I'm in. As the years went by, I navigated and confronted these emotions, and that is one of the driving ideas behind the revision of Grey World. I felt that the project just displaying the concept of loneliness and anxiety in a new environment wasn't really enough, so I've expanded the idea to also be about confronting those emotions. These new themes are essentially about being in this terrible state, and from there, growing as a person, becoming more confident, kinder and overall, better than who you were before. I also chose to do this, as in class, I was asked what the story was about, and I struggled to answer that. So I took that feedback and made sure to use these new ideas to really flesh out the intent fpr this project. The story premise now follows the characters and all their flaws and anxieties and overcoming them. To also add to this, from class feedback, I was given a resource that led to me making a connection with my themes. I mostly focused on one specific experience, but I realised that immigrants, refugees, international students and such, also experience similar things, alongside culture shock (Swallow, & Tomalin, 2022). So I also looked into applying this idea into my depiction of characters in the story. Another aspect of the revision is that I've also improved in many aspects as an artist and creator. I've learnt to better tell stories and different art techniques, skills and knowledge that I'm able to apply to this idea. So it will boil down to telling a snippet of the story, the protagonist first waking up in Grey World, exploring it, meeting the other characters and encountering a monster. Another focus of the idea is to further improve on my background design, as that's my specialisation in animation. This will help in making the animation not just a small story, but also one that's heavy in its aesthetic and having audiences get absorbed into it.
There are also new influences that I've used in this project. I've looked into more artists and media in an attempt to help flesh out the aesthetics and design of Grey World. Artists such as Dr Suess, Simon Stalenhag and the team behind Zooliminology. These examples all construct interesting worlds, such as surrealistic structures, and gigantic machines being littered about, in contrast to 20th-century architecture. Not only do these artists create strange landscapes, but they also focus on more mundane scenes, such as focusing on a small robot in a field, instead of the gigantic factory in the background. Another influence comes from the concept of liminal spaces. This is a recent, but popular online genre and aesthetic, about spaces that seem odd, due to missing key elements. Such as office spaces with no furniture, a playground at night with no kids or a closed-down mall. This fascinating imagery can be unnerving, strange, and interesting, and it's something that will also be used in the construction of Grey World's design. A piece of liminal space media called the Backrooms (2022), uses these aesthetics and creates infinite labyrinthian places based on liminal spaces. The poster child of this being an indoor maze, with its interior modelled off empty office space, and in its infinite and empty halls, lies monsters ready to pounce. I feel incorporating this kind of concept into Grey World, will do a lot to really drive home the idea of it being a strange and unnerving place.
Other influences basically boil down to aesthetics and narrative inspiration, such as the movie Metropolis (1927). A film about a sprawling city of the future, (from the perspective of the 1920s), which combines art nouveau and industrial aesthetics to craft an amazing and depressing vision of the future. I also looked more into other genres, such as retro-futurism and sci-fi, as they coincide with steampunk, and were genres I was already working with before, without realising. Feedback about the genres helped to especially realise the role of sci-fi in my project. The show, Over the Garden Wall (2014) also inspired some of the narrative for Grey World. As it's a show about two kids finding their way into a forest filled with strange things, and must work their way to escape. This helped me to round out the rougher edges of my premise for Grey World.
Greyworld Music
Aesthetics of Grey World
Whether it's waking up in Grey World, and having to explore it. Or simply staring at it's landscapes. This is the music that exemplifies the weird, surreal, lonely, and creepy nature of Grey World.
Music That Plays When You Feel Safe
When you learn to see the other side of Grey World. It becomes less threatening.
Thematic Songs
These songs don't exactly match the aesthetic in one way or another. However, their themes and the emotions they evoke are relevant to the story of Grey World.
My idea for Grey World is to create an experience that focuses on the aesthetics and vibes of the strange and unnerving world. So I think it is important to help establish ways of creating that experience to absorb yourself into. Music is one of the best ways to draw a viewer into the scene (Hargreaves, MacDonald, & Miell, 2005), as well as communicate the tone and message of the scene.
That's why I've collected an assortment of songs and music that work in establishing the atmosphere for Grey World or are thematically and emotionally relevant. A lot of the songs I chose, were because they helped give off a feeling of being lost in a strange world or dealing with an odd and creepy situation. Other songs highlight a more positive side to Grey World, while still still a weird place, there can still be a strange peacefulness and beauty to be found in it.
Other songs don't quite match in one way or another, but the themes they communicate and the emotional vibe are very relevant. Such as depressing songs about communication, suffering and being in a terrible situation. Others go on about the complexities of life and trying to survive in a chaotic world. Each one displays a core element of Grey World.
References for Monsters
Zooliminology References (Structures)
Surrealist References (Dr Suess, M.C. Escher, Yves Tanguy)
Odd and spooky references
References for 20th century machines
20th century architecture
References for wheat fields
References for structures and castles
References for structures
Steampunk references
References for machines (Simon Stalenhag)
Retrofuturism, Technology, etc (Giovanni Battista Piranesi)
The characters of Grey World are the only types of people you can find in this world. None of them know how they arrived in Grey World, each one suddenly waking up in random locations. Their memories of their pasts are incredibly vague, blurry and non-existent, leaving them with nothing but confusion on who they are. Except for their name, which is something that pops into their heads an hour after waking up. Although some believe that's not even their real names. In fact, some believe that their bodies aren't even their true ones, on account of all the odd little things about them. Such as a sense of confusion some of them get when they first notice their appearance after waking up. But that's an unsubstantiated theory at the moment. They will always wake up with clothes that's strangely suited to the cold and sometimes wet climate of Grey World. Some characters will also be lucky enough to wake up with an object or two. Although the usefulness of the objects is quite varied. Since characters wake up with nothing to go on, it's up to them to choose what to do. Explore, survive, find out their purpose or try to escape from Grey World.
Character Design
The design of the characters are generally based on animals, both alive and extinct. My goal with characters isn't to create a one to one animal person. But a character who is loosely based on the animal, with some odd characteristics. I chose this as a way to further highlight the odd nature of existing in Grey World. Everything about this world is weird in one way or another, and that will also extend to you and everyone who finds their way into it. So there are a multitude of odd traits that a character can have. Such as having fangs, despite being based on a herbivorous animal, or being fluffy, despite being a scaly animal. Sometimes this can extend to the inner workings of characters, such as having more organs. Such as two hearts, or having a new type of liver. It's also important to mention that abilities that animals naturally have don't really apply. Such as characters with wings barely able to lift themselves off the ground.
The colour palettes also match Grey World, so they're mostly made up of grey and black colours. Characters will have a higher saturation and vibrancy that makes them contrast with the background, so they stand out. If a character doesn't have unique or black eyes, the eyes will be pure white. Which further acts as striking contrast from the background. There aren't really any specific rules for choosing which animals can be used for creating characters. If you can create a character that fits into the proper design, then any animal can be used. They must have a bipedal shape that's close to the form of a human. They can have uniquely shaped heads, hands, feet, as well as animal ears, eyes, tails, horns, wings, teeth, fur, scales and skin. They must also have solid bodies made of flesh, so gelatinous and other unique animals have to be changed to fit that. Some animal features might not mesh well with the design of a character, so they can be represented in another way. They can be designed as wearable objects, such as fake costume wings, plastic horn head wear, or a woolly coat.
A final element to mention is the characters' ages and height. Most characters are coded as being on the younger side. But since all characters barely have any memories, they don't know their ages. If you believe that their bodies aren't their true ones, then it's likely they don't represent their true ages as well. The only characters whose ages can be guessed would be obviously child characters. They'll be generally shorter and behave and sound like a child. All characters are also on the shorter side as well, being on average around 4'11 or 150 cm in height. These are the main design principles behind the characters. There may be one or two exceptions at times, but those are rare as well
Character Names
As mentioned, Character names are something that pops into their heads after waking up. These names follow the theme of seasons and times of day. With a lot of the names coming from seasons in other languages and cultures. It's interesting to note that Grey World doesn't have seasons. Instead only having consistent weather patterns that consist of clear and cold days, to rain.
The Protagonist: Hiemi
Hiemi was the first character I created for Grey World. They're based on a goat, and their name is the German word for winter. They're anxious but curious. They can be a bit oblivious to their surroundings, but they learn from their mistakes. They can be cheerful, comforting and kind, but he often holds back due to his anxieties. The story follows him, as he gains more confidence to be himself and to stop constantly second-guessing himself.
I didn't see too much reason to revise Hiemi's design, but I still wanted to give his design a fresh coat of paint. Especially as my skills have improved. So I experimented with a variety of styles, features, shapes and such. This was helpful because even if I didn't really change the design, it still helped me to flesh it out. Such as figuring out the proportions, individual elements and such.
Different experimentations I did with Hiemi's design.
The official design for Hiemi
The official version of Hiemi essentially smooths out the rough edges and gives him a better-realised design. Such as finalising his facial features, and using techniques to give the clothes better shapes to imply fabric. I also spent time repeatedly drawing Hiemi in different poses and expressions. This was so I could familiarise myself with the design, which helped me quite a bit in the production. This was also helpful to test out different ways that Hiemi expressed emotions, and how they go about doing things.
The next step was to decide on the colour scheme, which took longer than expected. Hiemi's colour scheme would use dark colours because originally, I felt that a lot of protagonists in cartoons tended to be on the lighter side. After figuring out how dark I wanted the colours, I experimented with how to present facial features. As they may get lost in dark colours, I decided to make them a near-white colour. Which I think enhances the design, making him unique.
Equinox
Equinox is a wild character, she doesn't often talk, and can be quite impulsive, but is ultimately kind. She can be quite brave in some situations, while absolutely afraid in others. Despite being kind, she struggles to trust others. She isn't based on any specific animal. She becomes Hiemi's best friend over the course of the story, and she grows to overcome her debilitating fears.
Autumna
Autumna is a tough person, she's proactive and willing to fight against any threat. She can often sound angry, but she can also be gentle and caring when it matters. She's incredibly fearful of being hurt, the dark and monsters, and she's decided the only way to protect herself, is to be able to fight back against it. She's very knowledgeable and understands how to survive. She's based on a cat. In the story, she confronts these fears and learns that it's okay to be vulnerable sometimes and to rely on others.
Aestas
Aestas seems to always be moody, giving exasperated sighs to anything and everything. He's smart, but a little stubborn, he's willing to make harsh decisions, but he does them out of care for his friends. He has quite a negative outlook on life, due to a lot of hardship and rejection. He's based on a bear. His story is about rediscovering what is to enjoy life, and that the harsh decision isn't always the hardest one.
Frühling
Frühling is a loner, he prefers to do anything alone and is also an expert at survival and stealth. He doesn't talk much and often tries to ignore people. His social skills are subpar, but he can be quite sweet in a naive way. Such as always getting a gift as a show of appreciation. He fears interacting with people, as well as being judged by them. He also does have a habit of thinking the worst of people, He's based on a fox. In the story, he tries to adventure alone, and despite the shifting nature of Grey World. He somehow finds his way back to the other characters. Forcing him to start getting close to them. This helps him to overcome his fears, to open up to others, and to have confidence.
The monsters in Grey World are dark and shadowy creatures, often reflecting the warped nature of their world. Sometimes they're fluffy, sometimes they're smooth, and other times, they're gooey, but all of them are dangerous in one way or another. Some are actively hostile, more than ready to pounce on any of the characters, while others are stationary, waiting for someone to touch them. With their designs, I wanted to imply that they were unnatural, even for Grey World's standard. As if something incredibly disturbing happened in the past, leading to the monsters that roam today. To help in this, I made them out to be completely dark in design, not only to help them stand out against the landscape but to also make them seem out of place. I also thought of giving them unique facial features instead of normal eyes and mouths. It's an assortment of odd glowing white shapes that almost look artificial. They might not even be their faces, but that's a part of their monstrous charm.
For the sketches below, I referred to a variety of things as influences. One of these is bugs, as seen in the monsters with arachnid-like legs and bodies. Some monsters take inspiration from microscopic organisms, such as bacteria and white blood cells. Other monsters lean more into the artificial and disturbing implications, such as human-shaped monsters, or ones that look like they've been combined with objects. Another type of monster is the gooey monster, which is essentially any creature that looks to be made of black liquid. Throughout Grey World, there are a lot of black blobs and liquid, seeping out of cracks and infecting machines and buildings. Another vague hint at the true nature of the monsters. In the story, they are the main antagonists, providing difficult challenges, risks and sources of group conflict with the characters. Their true nature is a part of the mystery that the characters set out to solve.
Different sketches of monsters in Grey World
Official design sketches for the creature
The creature is the main antagonist in my proof of concept animation. It's the first enemy that Hiemi encounters after waking up. After wandering the fields for what seems forever, Hiemi is surprised to suddenly come face to face with the creature. It chases him, only to be slowed down by obstacles that Hiemi avoids. The creature nearly captures him, just before he escapes into the city, but it continues to be a recurring antagonist throughout the story. This design takes inspiration from spiders, where I've made it less terrifying, and more ominous. As tall as a house, it's basically a fluffy ball on four spider-like legs. The sketch above was helpful for me, as it allowed me to flesh out the design of the creature, and how it actually operates. I got to test out how it reacts, moves and attacks, as well as test out in funny positions. Another thing that I wanted to do in the revised version was to also experiment with different styles for its fur. Since my style has changed, I wanted the fur to look better, or at least more clean in its design. I found I struggled with pointy shapes, so ultimately, the fur became more rounded.
One thing that's a shame was that I had to change the animation during rescoping, and during that process, I decided to mostly cut out the creature, as I felt I didn't have time develop the scene with them. Instead, I decided to only hint at the creature, through one scene, where it lifts a to leg, to imply that something dangerous is about to happen.
In one scene, the creature walks by a building where Hiemi is hiding. We don't see it, but we hear its footsteps. I got a little stuck trying to figure out how it would sound to hear it walk since it's a four-legged creature.
So I decided to create a quick diagram and animation to show how it walks.
The Weird and Twisted World
Grey World is an incredibly mysterious world, as any answer to its origins and why everything is the way it is, barely has a vague answer. This is on purpose, since that is a part of the story of the characters, as their travels allow them to discover the story behind Grey World. The novelty of this setting is the mystery, and that's something I want to really play into. So I decided the setting wouldn't ever give direct answers, showing them in a vague light and open to interpretation.
For the concepts, I focused on expanding on the designs for the structures, machines, wheat fields and other bits of world-building to help flesh out the setting. I looked more into the aesthetics such as steampunk, retro-futurism, surrealism, and media such as Metropolis (1927), Howl's Moving Castle (2004) and such. In the original design, I mostly referred to simple steampunk designs that I had previously made for other projects, but now, I wanted to give the designs their own character and an update with my style in environmental design. So for the sketches, I looked to create a variety of designs and experiment with ideas and my own limits in detailed imagery.
As for the world-building, I simply added strange elements to help give it more depth, as well as direct some of the ways the narrative can be written. Such as how some food can be warped in some way, making it risky to eat, or that strange phenomenon, such as sideways rain being possible. I also gave some focus to the wheat, since it's a key part of Grey World's imagery. I leaned into the weird and warped nature of the setting, and made the wheat just as strange, and possibly dangerous to consume.
Different sketches for machines, objects and some of the ways, monsters interact with them.
The Mechanical Aesthetic
Above are the sketches for machines and other steampunk-inspired objects. My goal was to help myself learn to draw mechanical designs and details, as well as to come up with official designs. Part of the original idea had some of the machines being based on animals, and this was because I had previously created a steampunk painting with a flying ship based on a fish. I loved the way I designed steampunk in my art, and I continued that in Grey World, and I wanted to continue that in this project. I revised how I designed animal machines, updating how I added details and actually working with perspective for once, creating more dynamic and interesting designs. I also had a flash of inspiration, and that was to use biological concepts in the design. Such as basing some machines on parasites, bacteria and cells in the body. This was because I felt it would further work into the strange and creepy atmosphere of Grey World, working into an interpretation that it could be alive. An example is a robot based on a tapeworm, a gigantic machine that's burrowed throughout the ground. Other objects were designed based on the inspirations from my mood board, such as creating surrealistic sculptures, or furniture combined with mechanical parts.
I also decided to experiment with monster designs as well, by combining them with machines and other objects. It was fun to explore different ways that biological monstrosities could interact with inanimate objects, and it also got me into some world-building. Such as designing a monster that acts like a tick, but towards machines, instead of legs, it has veiny tendrils that seep into the machine, as if to infest and root into it. Or with a gooey monster combing and tearing apart a cat-like machine, which could be an interesting enemy that catches the characters off guard.
Different sketches for design of structures
Architecture
Architecture got the most in terms of revision. This is because when I originally designed Grey World, I struggled to design buildings outside of a box with windows. My abilities have grown and changed now, and I've learnt more about designing buildings. So I used my references to come up with ideas for buildings that have something wrong with them. Whether that's being structured weirdly, having stairs to nowhere, strange openings or having been placed in the wrong spot, the fence has to be built over it. I aimed to have a mixture of buildings from medieval times, to 20th century styles. I also looked into steampunk designs, such as a structure that looks similar to an oil rig. Or a construction crane that's half buried in the ground. I also tried to further add the Dr Suess styled shapes into some of the buildings. I like the way they look, but I think it's something I need to further reiterate. For structure, I brought my idea of biological elements, and created a machine that looks and acts like a white blood cell. A possible problem for the characters in the story.