Mystic Mines - interior concepts
Rough environment concepts for Mythic Mines.
The Stonewall Inn
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@insomnism
Mystic Mines - interior concepts
Rough environment concepts for Mythic Mines.
IN-GAME DIALOGUE CONCEPT
Proof-of-concept animation showing how in-game character dialogue in the game could be displayed for the player. Fast scrolling text, full character artwork on the sides of the screen that can change depending on the expression or context, and voice clips for many of the characters' lines. These clips could have panoramic traits where, depending on which side the character is speaking from, the audio will pan to the side of the audio. This feature is enabled by default but could be disabled in the Options menu.
THE GROGLEUTH | ANIMATIC
Boss introduction animatic of The Grogleuth - created traditionally and animated digitally. The Grogleuth is the final boss of 'Mythic Mines' - a Dreamscape created by the dreams of Jim Buckle. As Somn nears the end of his journey, he deduces that the epicenter of Jim's nightmares resides somewhere at the top of a large circus tent. In Somn's search for the entity, he finally locates Jim's own mental manifestation... but little did he know just how powerful of a Dream Eater he will have to encounter in order to free Jim from the nightmares.
BLACKWATER BAYOU | CONCEPT ART
Concept art illustration of Blackwater Bayou environment and color scheme. The artwork shows lit candles lighting the black swamp waters with stringy trees strewn about and luscious amounts of shrubbery, reeds, and grass lining the stretches of ground among the bayou.
BARRELS, BASKETS, TNT, & TREASURE CHESTS
Modeling of mainstay props the player will find throughout the game.
Barrels: More common than Baskets and do more damage if thrown at enemies. These take two smacks to break open and will always contain many coins for you to collect and use as currency. Baskets: Less common than Barrels and do less damage when thrown at enemies. They will either drop Coins, Feathers, or Potions. Baskets only take one swing with the Fishing Rod to bust open. TNT: Detonator and explosive at the same time? Jumping on these will trigger a brief countdown timer before they explode. Smacking them once will cause them to blow up much faster. They are best used as a projectile against enemies and will drop coins. Chests: The ever-elusive treasure Chests will potentially contain either a large amount of coins, Pages, or special Ingredients Reida needs in order for her to concoct new spells for the player to learn. Also Somn model v2 shown for scale reference.
EVENING LIGHT
Rest easy⊠Take care of yourself and appreciate the warmth of home. đŻđđđđ đŻđđđđ đđđ
BOGG MODEL | WIP & TEXTURED
Modeled, textured, and given his snazzy black outline to complete the illusrtated cel-shaded look - Bogg is lookinâ nice. All the models Iâm creating lately are most likely going to be redone / reworked somewhere done the line to better optimize them for animation and expressiveness. More than likely, these are proof of concept practice models thatâll serve as placeholders in the meantime...
SOMETHING WICKED
Halloween concept drawing of a manic Mutagor creeping up behind Somn from the shadows. Letâs hope that lantern doesnât go out! đłđđđđ đłđđđđđđđđ!
INTRODUCTION | ANIMATIC
Opening cutscene animatic created traditionally and animated digitally. In this beginning scene of the game, we follow Somn returning back to his home among Blackwater Bayou, making his way through the dark forest. Although it appears he is not alone in his travels. Even as Somn is back in the comfort his own home, he cannot escape the tightening grasp of sleep - his reality and nightmares come to mesh with his body desperately fighting to retain control.
BOSS | MUTAGOR [mutations]
Mutagor (previously named âThe Monsterâ) is a creature that undergoes several mutations thanks to taking damage by the toxic containers found among the arena which takes place in a laboratory and then a chase sequence. The forms are as follows:
ARENA
Rat
Crab
Gorilla
Octopus
CHASE
Bat
Bat (melting)
PATIENT CONCEPTS | TWISTED TOWERS
Throughout the game, Somn travels through the haunted nightmare worlds of individuals who have come under the bizarre influence of a mysterious dark curse. Each phase of the game takes place within a patient undergoing Somnâs investigation. âTwisted Towersâ takes place in Mikröv Wikströmâs dreams.
Mikröv Wikström Having endured the nightmarish plague for so long, it has effected both his work and his passion for the arts. His paintings now turned to twisted surrealistic amalgamations and himself heavily endangered during his profession as a machinist - dangling from clock towers and nearly falling into gears! At the end of his rope, Mikröv seeks the wisdom of the mysterious witchdoctor of Blackwater Bayou...
PATIENT CONCEPTS | MOROSE MANSION
Throughout the game, Somn travels through the haunted nightmare worlds of individuals who have come under the bizarre influence of a mysterious dark curse. Each phase of the game takes place within a patient undergoing Somnâs investigation. âMorose Mansionâ takes place in Lord Krosleyâs dreams.
Lady Kalicord A celebrated professor and observer of dark magic, she now spends most of her time dabbling in such magic herself becoming quite the practitioner. Seemingly innocent enough, though her mannerisms seem to infer thereâs more to her that meets the eye. Lord Krosley A successful author of a series of horror novels has begun to find his very creations coming to life. His wife, Lady Kalicord, insists he seek professional assistance but Krosley finds morbid enjoyment indulging these horrific visions plaguing both his dreams and his perceived reality.
PATIENT CONCEPTS | HOLLOW HARBOR
Throughout the game, Somn travels through the haunted nightmare worlds of individuals who have come under the bizarre influence of a mysterious dark curse. Each phase of the game takes place within a patient undergoing Somnâs investigation. âHollow Harborâ takes place in Captain Rhenkelâs dreams.
Captain Rhenkel Once the proud captain of his own small cargo ship until vandals and pirates had sought itâs precious contents. Upon itâs destruction, it left behind nothing more but the anchor which Captain Rhenkel has taken to carrying itâs legacy upon his back. Years had past and he continues to dwell on this loss but only recently have these obsessions taken to hallucinations and nightmares. Alda Rhenkel Even at her young age, she recognizes her grandfather has been carrying a great deal of weight... literally. As Captain Rhenkel is quite stubborn, she took to taking him to a rather kind witchdoctor sheâs been hearing about.
PATIENT CONCEPTS | MYTHIC MINES
Throughout the game, Somn travels through the haunted nightmare worlds of individuals who have come under the bizarre influence of a mysterious dark curse. Each phase of the game takes place within a patient undergoing Somnâs investigation. âMythic Minesâ takes place in Jim Buckleâs dreams.
Gerald Shewmar Not one for lollygagging, Gerald also feels a bit concerned for his friend Jim mumbling and freaking out every times heâs gonna drop what heâs doing at work and check up on him. Unsure of what else could help is coworker, Gerald recalls a local doctor who specializes in dream ailments... Jim Buckle Itâs been pretty tough focusing on work at all down in the mine shafts what his growing visions of demonic clowns and jesters lurking behind every corner. Though his fellow coworkers really feel the guy has lost his marbles. Perhaps a local witchdoctor can help him out.
ENEMY BEHAVIOR
So throughout Insomnism, the player encounters many various enemies theyâll need to use maneuver, battle, and outwit in the game. Progressively more and more dangerous to the player requiring some strategy and speed. These enemies normally follow one of a few classes:
LIGHT CLASS
Usually coming in groups, they roam among themselves until coming into view of the player. Their strategy comes from them attempting to overwhelm the player in their numbers but, due to their small size, they are actually able to be picked up using the Fishing Rod and flung back at other enemies or objects. They usually only take one good whack to knock out.
MEDIUM CLASS
Just about Somnâs height, these enemies are more intelligent than the Light Class and move faster, too. They can side-step the player sometimes when approached up-close for melee attacks. Best method is to keep some distance and use ranged attacks with the Fishing Rod although these enemies can also sometimes used ranged attacks of their own! Two solid hits should take âem out.
HEAVY CLASS
The Heavy Class being the most intimidating of the standard enemies as they can take quite the punishment - Four hits each to bring them down. Unique to this class, Heavy enemies can block / shield themselves from basic melee attacks and projectiles thrown at them. To break their block, the player can either slide under them to break their stance or throw a keg (filled with dynamite) using the Fishing Rod.
ODDBALL CLASS
Now these fellas will find a way to throw a wrench into the mix (though perhaps not literally). They will have strange gimmicks and behavioral patterns the player will need to observe and learn in order to form the right approach. The Oddball Class could manipulate the environment, switch up their attacks, fly, or even cause more trouble than the Heavy Class if you catch them on a bad day.
THE GRIMOIRE WIP MODEL
Decided to try modeling and texturing something more simplistic like a prop.
SOMN MODEL | POSING + EXPRESSIONS
After being rigged and textured, felt like doing some light stress testing by posing some expressions and poses with this Somn model.