2.2, 5.1
This creature was inspired by the “little shadow guy” I had the ides for when making the concept for the cave environment.
I want this creature to be an aggressive enemy, although one that the player is forced to run from rather than fight. It will be based off the concept of nyctophobia, the fear of the dark. I want it to resemble a traditional sly predator (such as a fox or a wolf), but also a bat. These, along with themes of the mane wolf, came up loads in this quick moodboard I made.
Using my moodboard as a constant reference, I blocked out the general shapes this creature will be made up from. I want it to have triangular shape language, to convey danger — based mostly off a fox, however with huge bat ears, this creature is meant to be familiarly threatening but also unknown and new.
It was at this point that I decided I wanted to take my project a step further, and create this creature in 3D. I discuss this change in more detail in my weekly evaluative log, as this was a sort of turning point for the project as a whole; I wanted to use 3D models to create a short teaser trailer for this game. In stride with this decision, as you always must when creating a 3D character based off sketches, I made a front-on view and a side-on view. The front-on view is completely symmetrical, with the assumption that it will be created with the mirror modifier. See my blender assets subpage for further details on how I modelled the Foxbat.
Just like with the Foxbat, I created a creature based off the other environment I concepted — this time, the purple mushroom forest — starting with the moodboard.
After I had grabbed some inspiration for the creature, I began figuring out shapes — I want this (what I am calling the “Deershroom”) to be a sort of deer-tortoise-dinosaur hybrid. Instead of a shell on its back, I would like it to have a mushroom, which it can hide in to disguise itself as one of the trees in its home biome.
I want the Deershroom's design to contrast the Foxbat, so arches are curved edges are a must; this also conveys the creature's friendliness. We don't want it to look too friendly however, as this is meant to be an abstract alien animal, so I made sure to still include sharp branching antlers, and angular eyes. I finished this process by drawing the front and side refs in preparation for modelling.