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Weekly Update #23: Metroid Redesigns and Props

This week I learnt that my favourite game company Retro Studios opened a single place for a concept artist. I am aware of my abilities and how applying for such a role is most definitely above my skillset so far, but I knew I wouldn't forgive myself if I didn't at least try to apply for the job. So I decided to kill two birds with one stone. One thing my portfolio is missing is more fully rendered character images. I also need some designs tailored to certain series so that prospective employers know I have the ability to work to varying styles. So I spent my time trying to redesign Samus Aran and her Chozo power suit from the Metroid sereis, a series Retro Studios is renowned for doing an amazing job translating into 3D.
I began by making some quick poses. For these I wanted to try and portray the real ass-kickery Samus displays, but I also had to constrain this to something easy to read as a character pose and keep well in line with Samus' original silhouette. And as you can see:
Her silhouette is already rather predefined. I actually really like the forth sketch purely for the perspective, and I feel like sketch 5 could've made a nice illustration. But for this I really need it to remain simple. And so I decided to move on with a very basic pose, and instead spend some time focusing on designing interesting suits instead.
For these suits I tried creating something of a backstory for each one. For instance; suit one is more of a healing suit upgraded using mostly human technology, suit two is created to move on from the Fusion Suit of the previosu series, a suit comprised mostly of alien biology, and suit 3 is crafted to look a lot more sleek and alien when contrasted against the other two to fall much more in line with previous designs from older series.
I threw on some basic colours and tried to decide on one design to work up. However I was too in love with both design one and two, and I felt that using only those two would seem slightly lackluster. So I decided to render each fully.
What made this really useful for me was the varying materials they suit was rendered in, it allowed me to really experiment. For instance suit one was made of more tarnished metal, suit two was made from both metal and more organic material, and suit three was a sleek chrome effect. Suit 3 was easily the hardest as chrome is not a material type I have had much experience trying to paint, but it certainly taught me a lot. And here are the final renders:
I've also had a chance to render out all the props we'll be using in Alpha. All the items found below were designed, sculpted and textured by me:

'Alpha' Props from Sam Cullum on Vimeo.

Until next week!


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