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Headless Bunny
One key rule we’ve learned while building assets for Grimm is to push for more interesting transformations. People playing the game tell us “greater contrast between light and dark = more interesting.” Early on, “light/dark” was communicated with distinctly different textures, but somewhat similar geometry. These days we’re trying to build assets that reflect equal…
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Dirty Baby
Since yesterday was my birthday, I figured it would be appropriate the post a baby today. Human characters like this baby often get re-used between episodes in Grimm. Unless the character is visually or narratively unique – like a Red Riding Hood or Cinderella – we don’t see much point in wasting effort on modeling…
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Sad Cat
Concept art is awesome. Over the past few months the Spicy Horse concept artists have generated nearly a thousand unique bits of artwork to drive asset production for Grimm. As a general rule, nothing in Grimm gets built without first being represented in concept. Up until today we were unable to show much of this…