Assets

Our initial concepts in creature modeling were based on modularity. We planned on designing a wide selection of widget-like body parts that players could utilize as they upgraded, changed and evolved their creature species with points earned from game play.

The torso would serve as the root of their character species, with certain leg, arm and head parts being compatible with certain torsos. This way players would be able to transform their character's species to a huge variety of combinations and possibilities. We planned on creating a massive library of body parts in which players could build and develop limbless (snakelike), bipeds, quadrupeds, and even arthropods species.

Projects:

The Island:
Development of the island was one of our first steps to divide the environment into ecological regions.

Swamp and Forest Biomes:

The development of the biomes forced us to consider the overall look-and-feel of our in-game environment.

The Plants:
Within each biome, we created a set of plants that would inhibit each distinct environment.

The Species:
The body parts, defined torso types and attributes developed would allow the user to pick and choose the pieces to create a species of their imagination.