I’m Marian, and I am a character/3D artist here at Team Junkfish. You can usually find me in Maya LT, ZBrush, and Allegorithmic Suite, trying to bring the Monstrum 2 characters and environments to life.
In this development blog, I will show you some of the work that went into the monster and prisoners concepts. Our very talented concept artist, George Johnstone, was the main source of concept art that is driving the character creation.
Please keep in mind that everything in this blog was initial concept art, and will have been drawn from, changed, and adapted throughout development! None of this is final work, or directly in the game.
If you want a chance to see some of what is in the game so far, sign up for our closed Alpha now at www.monstrumgame.com
We knew from our fans what worked for them and tried to take inspiration from that. For instance, we knew that our previous player character in Monstrum was a blank slate that our fans used to build their story around; so we decided to focus on creating prisoner characters that could be anyone - allowing you, the player, to be able to build your own story.
We looked at different outfits that will convey the events leading to our game; why are the prisoners there, and what happens - or happened - in the fort? These are just a few stories that the outfits could tell. Imagine the stories we could convey if only there were more outfits!… oh, but I guess this would count as a spoiler, so I won’t say anything further. 😉
When it comes to the monsters, we had a great legacy to uphold and build upon from the original Monstrum. You could say that we are standing on the shoulders of giants (pun intended, as the Brute is back!).
Our concept phase was clear: have another version of the Brute, but stronger; different materials that make him unstoppable - like metals, seabed rocks, or solidified lava - and to show more of his mutations, while staying true to his iconic look.
While we were debating if the Brute should be alone in hunting prisoners, we started exploring different avenues for other monsters.
We tried tying together mutations with deep-sea creatures and experimental features, to emphasize the purpose of the research facility, and the grotesque experiments taking place here. We also wanted to take inspiration from the Fiend and Hunter monsters from Monstrum, and this drove some of our explorations into the examples below.
As we continue the journey of Monstrum 2, please follow us to catch glimpses of our development. We are looking forward to showing you more recent work, and to get you excited over what we are creating - even if it is scary and deadly!
If you like Geroge’s work, you can check him out here.