DEPTH UNBOUND
Depth Unbound is a concept art project showcasing the development of several NPCs for a Monster Hunter game. It reflects on the impact of human actions on nature and the planet’s unpredictable responses. Character creation is driven by function over form, grounded in strong storytelling to ensure each design fits seamlessly into the world while preserving its distinctive identity.
Game Pitch:
A Monster Hunter-style experience in the Bermuda Triangle, uncovering the truth behind its legendary monsters in a world shaped by distinctive Art Nouveau aesthetics.
Game Characteristics:
AAA Game;
Action/Adventure RPG;
Goal: Kill the monsters and collect information on the ecosystem to understand what caused the spreading of the monsters and how to stop it.
The Star Model and the Mandala Model were employed to better analyze the complexity of the worldbuilding.
The concept of the ecosystem was derived from the Mandala Model. Due to the increasing maritime traffic during the Industrial Revolution era, in which the game is set, the monsters inhabiting the area surrounding the Bermuda Triangle were awakened. The Leviathan, the largest and most dangerous of these creatures, exerts control over the others, forcing them to become increasingly aggressive in order to provide it with more prey. The ultimate objective is to defeat the Leviathan and restore the natural balance of the ecosystem.
By further analyzing the “Who?” component of the Star Model, the character designs (the primary focus of the project) were developed. After defining the five factions into which the community is divided, all the characters were examined and characterized. This thesis focuses on the NPCs, specifically the Waiter, the Blacksmith, and the Merchants.
The Waiter NPC was selected for in-depth study, with its entire design process documented, from initial concept exploration to the final rendering.
Following the preliminary iteration sketches, several additional sketches were produced to further refine the costume design.
Once a final iteration had been selected, a "fake" in-game screenshot was created to evaluate the effectiveness of the design within the game's context.
Subsequently, a 3D model was developed to assess the character's functionality and visual coherence within a three-dimensional environment.
After the final design had been selected, a series of technical sheets was produced to facilitate a detailed analysis of every aspect of the character. These sheets were also intended to ensure that the design could be accurately translated into a 3D model with minimal need for interpretation or guesswork.
The letters and numbers associated with the technical sheets correspond to the material board, which is not included in this slideshow.
Futhermore, some props related to the character were analyzed more in depth.
Following a comprehensive analysis of all aspects of the character, a final render was created to demonstrate the visual outcome of the selected materials and their integration into the final design.