Character Design

I’d like to share a bit of our character creation process.
We start with a general idea of the character’s life and what shaped them into the person they are now, in terms of both visuals and personality. We then give tons of notes to our concept artists (in Annie’s case, Antonia Klarić), who turn our words into beautiful concept art.

Mood board

 

Exploring concepts
 
Annie’s final concept art. And a good reference if anyone wants to cosplay as Annie this Halloween🙂


Next, we create a 3D model of the character in iClone Character Creator, using a pre-existing base and adapting it based on our concept art. We either create the character’s clothes from scratch or buy them on 3D model stores and adapt them to our needs.

This allows us to give lifelike movements to our characters.

Work in progress vs. final 3D model of Annie.



Demonstrating facial animations on a character. Note the skin around the eyes moving in conjunction with the eyes.

Finally, we manually create facial expressions and lip movements for the character and animate their face based on the voice actor’s performance.

By the way, we listened to over 1,000 auditions to find the perfect actors for all our characters. We’ll share more about each of our voice actors closer to release.

Some of the characters you’ll meet in Go Home Annie. We’re keeping most of them under wraps for you to discover for yourself while playing the game.


Go Home Annie Leaking Into Real Life

We wanted to create something special to show off at conferences and fairs (and have a cool prop for the office). Last year, we had a whole basement from the game recreated (chainsaw included). This year, we wanted to do something more specific to Go Home Annie, so we bought a mannequin, ripped off its arms, and painted them red. We then went searching for the perfect bucket to create SCP-R-354—the Red Bucket.

Bringing SCP-R-354 to life.


We can’t wait for you to see what the aftermath of the bucket scene looks like in-game and what happens next.

That’s it for this devlog. Now it’s back to the trenches for us to fix all the bugs and bring you a stable experience for release!

Mladen Bošnjak
Creative Director at Misfit Village

Leave a Reply

Your email address will not be published. Required fields are marked *