The Art of Star Hammer: The Vanguard Prophecy - Part 1.
In part one of this two-part post, Art Director Anthony Carriero discusses the inspiration and approach he took in designing the Coalition Navy ships and stations for Star Hammer: The Vanguard Prophecy
A sweet piece of alliteration I have always had a fancy for is âForm follows functionâ.
This little phrase has stuck with me as a key factor in designing things which do not exist but could feasibly be made with the correct technology, materials and constraints.
The practical application of âForm follows functionâ in designing for games or film is a common one to ensure whatever you put up on the screen can be identified for its purpose and intent, and not so far out that the audience or players see it as too unrealistic, or even worse, cannot associate with it.
Saying all that, reality can be a little boring sometimes, so a hint of âover the topâ or stylisation is often in order. After all, we are designing for entertainment, not NASA. This general rule was applied to the design of the human ships and the nautilids.
From the beginning I had an idea of the feel of the ships I wanted in the game. This may sound strange to some but it started with a clear vision of a material surface.
A worn metal surface with access panels, lights, rivets, scratched paint and a healthy dose of engine emission grease and burn marks.
This material surface would have to work for war-scarred hulking steel behemoths, sleek battle damaged fighters and flying automated coffins with lasers.
Given these requirements, I referenced a lot of World War Two Naval vessels and construction and excavation vehicles.
These vessels and vehicles had it all, war paint, large turrets, riveted hulls, diesel grease and most importantly for the audience; a recognisable and imposing presence - that and the fact that these ships had to be repeatedly manufactured on a budget and a stable design, an important factor I tried to imply in the design of the Star Hammer ships
A lot of great artists and designers have produced work in the Sci-fi genre, but two of my favourites were my first port of call for inspiration when I initially started work on the project; Syd Mead and Ralph McQuarrie.
These names should be recognisable to Star Wars , Battlestar Galactica, Aliens and Blade Runner fans.
Their handling of geometric forms at a large scale with recognisable purpose is nothing less than mastery of design.
I deconstructed their approach to function and aesthetics in concepting most of the human ships. Of course the end product is original and for the majority represents my own personal style, but I like to think of the final designs as a sort of humble salute of gratitude for the work they have done for the industry and the genre.
Two good examples of their influence in the game are the Kraken Dreadnought; with its large cylindrical drone bay and the space station Delta Mark 3; with its vertical aspect and intersecting shapes.
A ship starts its life with a purpose and design description. From there I create thumbnail sketches to get a sense of the ships scale and complexity of shape. Once I land on a shape I like, I develop it further.
Next comes a more refined 2d concept art piece. Digitally painted and detailed, this showcases the complete form, paneling and key features.
Around half of the more complex ships and stations in Star Hammer: The Vanguard Prophecy, I rapidly built into 3d concepts.
From there I could make very fast design changes and paint over the renders from different angles to really nail the design and get a better sense of how lighting affects the hull and general form. This was also much faster than manually rendering out 2d concepts from different angles.
The final stage is to send the designs and models off to our 3d modeller/texture artist; Mark Smith, who did a great job of creating the final 3D models and textures to sign off stage and exported them for use in the game engine.
For a more in depth look at this end of the art pipeline , check out our previous post on art process here
Coming soon: Part 2 of the Art of Star Hammer: The Vanguard Prophecy. The post will focus on the design and creation of the games main enemy Units; The Nautilids.
Star Hammer: The Vanguard Prophecy will be available via Steam, Slitherine and Matrix Games on June 4th 2015.