I've never gotten this much engagement on a video before (or any post on the internet), not even my most successful shorts. It's a bit overwhelming tbh. Thank you all for the nice comments, and for those who don't like the designs, that's completely fine too (no one has to like anything lol). I doubt I'll make more redesigns but I hope all who watch stay for future projects (and take a look at my past videos too!)
I think why your bazz looks good is because you were designing a woman and not a trans person which is in every way a pathetic parody of a woman which is also precisely what baz's design screams. Your redesign is peak
Some of the better re-designs that aren't just "make old character young" or "make fat character jacked", and you actually gave the characters some identity (character).
literally, if they use cartoon shaders it would look better. it's the same case like captain America costume in the first avengers movie, his bright costume looks out of place among other characters, an then he got upgraded with more weathered and darker color costume in the next movie.
Kinda its just like they tried to pulled of stylized characters with realistic graphics... the realistic style can work but you have to consider your characterdesigns accordingly. An example would be Rainbow Six Siege which also has a realistic style and unique "operators" but they still have good and distinguishable designs.
look at destiny. its scifi with magic, same as concord. but destiny id say blows it out of the water. the art style is so appealing. i havent played Destiny in years. but that art style is engrained in my mind. one of my favorite game aesthetics
Personally, I liked the 3rd redesign. It opened up the character a lot more, and gave it the personality he needed, and even if you hated the colors, you nailed the design in my very biased opinion.
Concord didn't fail because of its badly designed characters; Concord failed because it was an expensive game in a free-to-play market competition of hero-shooters, Concord did nothing new or innovative and with no new interesting game mechanics.. while also having badly designed characters...
@@gawkthimm6030 Overwatch was 60 USD on release but people buy it, play it and like it because of the characters and gameplay. If the characters look good, the game could easily have a dedicated following just like any niche games out there.
Yes, I have seen some that were concerned about the designs not being "appealing" in a certain way, and their redesigns were just the characters but with more exposed skin, thinner, and with high heels.
@@ThyFloorestFloorI do think this is a problem with many redesigns I see. Every and almost exclusively female characters get redesigned to be very conventionally attractive. Even in this video, female character becomes highly attractive and exposed, male characters stay mostly the same.
@@ThyFloorestFloor Not to mention none of the redesigns match the character's role or background. They're just doing character fanart, none of them are designing.
I LOVE this. Most of the "redesign attempt" videos can be boiled down to "make 'em skinny and show booba", but here you encapsulate what is actually good character design philosophy: creating a narrative. There needs to be a distinct silhouette in FPS shooters for mechanic reasons, and color balance is important, but identity is equally critical. Concord lacked all spirit of originality and creativity. Your redesigns let these characters visually say something, and I'm glad you took a crack at these!
Concord didn't fail because of its badly designed characters; Concord failed because it was an expensive game in a free-to-play market competition of hero-shooters, Concord did nothing new or innovative and with no new interesting game mechanics.. while also having badly designed characters...
@@gawkthimm6030 Well, the character designs aren’t doing it any favors. It also sucked at marketing too. I’d never heard of it or its release until AFTER the plug had already been pulled.
Washed up fashion designer that got fired and everyone refused to work with her because her fashion ideas are fucking terrible. One day she decides to pick up daggers and go after those who wronged her. She got arrested. The end. Thats what am getting by this design. And about the shoes, i cant even think of anything.
Artist who studied concept art and worked as concept artist for a while here, I would like to add some advices to what already was said, as to how you can improve the visual side of your design and your concept art. Sorry in advance for my english if there's some mistakes, feel free to correct me. And I also hope you're not against some critique, I think it will be helpful both for your future training and anybody here wanting to go for the same profession, but if you are, please delete my comment 💚 While creating a representative concept for a character for a fantasy/sci-fi/other-not-real-life game(!) setting, especially in the style of Overwatch and League, it's often important to give them an overall "shape" - triangle (aggressivness), rectangle (steadiness, mostly used for "tanks") or circular/oval (rarely used, usually to represent softness). It is usually done to pinpoint the personality and the role of the character. You can also play around and add several at the same time. It is not 100% necessary, as for example Jinx and most of League characters have none of it, neither on their concept art nor splash-arts, but it's always a nice touch. In that sense, on the first redesign I would exagerate the way she holds her bass; make her hold it with both arms extended to our right side, while also spreading her legs in the same manner you drew her first body sketch. It could make a nice hourglass shape and make her looking more eccentric. Or use the pose of Akira Otoishi from Jojo, that would also work. Colours. While understanding the scheme is important, the amount of colours used in the concept is just as crucial to the overall impression. Choose one (maximum! two, if you're really confident) colour for the major part of the costume (as in the 60-30-10 rule you mentionned), then add the accents. Those accents should have three visible(!) spots minimum, five maximum, on the costume for every colour, while being fairly distant from each other. It applies for every character you took the inspiration from in this video - Jinx (faded pink on her bra, short, stocking and "gauntlet"), Mercy (warm yellow on her arms, under the crown, on cloth, some splats on her weapon; white on armor, on wings, on her weapon), Echo in Arcane (red hood, red glove, red parts of the shoes; teal on his hourglass, on his right hand, on his weapon - a little error imo, as in the end the glove and the weapon are way too close to each other), Tracy (orange body costume, soles of the shoes, a bit on the gauntlets, on her shoulder, on her glasses; has one single spot of teal, wich is acceptable if not then repeated by other colours). In that sense the second redesign is amazing, I would just add yellow somewhere on his feet too, and maybe add a beige strap on his right arm, but overall I love him. Also, for the first design, I would make her top black too, as it blends too much with her bass, and white would add a huge accent on her instrument in the same was as a teal spot on Tracy. As for the third redesign, it would be nice if the beads of his bracelet were bigger to show more its colours, and also if he had a bit of black and orange armor on his shoulder, as it really lacks these colours on top. Shapes and rythm. If you pay close attention to the concept arts of various games, and espacially Ovewatch (of the first opus, because the second is a wild mess with some of its redesigns), you could notice one shape that is repeated several times on a costume. I will take once again the characters you brought up in this video: -In League of Legends, Jinx has a LOT of repeating vertical cylinders all over her outfit - bullets under her bra, bullets on her waist, the soles of her boots; she has horizontal lines on her neck, her left arm, the "laces" of her boots; she also has the X pattern on her bra, on her stocking, and her belts are also forming the X. In Arcane, she once agans has a lot of lines forming the X shape, and she has stripes on her pants, left arm and a little kind of it on her right boot. -In Arcane, Echo has several X and hourglass shapes -Mercy has lots of diagonal lines ressembling the feathers -Tracy has diformed hexagones on her torso, gauntlets, knees So, just as for the accent colours, these shapes should be visible and repeated at least 3 times on overall design evenly to create a nice rythm for the eyes. But unlike the colours, you don't have to apply this for every single shape, you might just need one but then add other details here and there that are less important and less visible. In that way, once again I love the second design in the video, as he has a lot of cylinders on his outfit (though I would make them slightly bigger) and the shape of the shoulder pad, although slightly less visible, on the rest of his body; probably would make the red part of the face in a same shape too (or the other way around). Sorry for making it this long to read. And now that you've read all of it - those rules are not always necessary, lmao. They are a nice touch, and are important for the Overwatch-lookalikes, but you can sometimes use only two of them in other medias, or none for cartoons/mangas/other games, really. You will be able to recognize Star from Star and the forces of evil, Sans from Undertale, Griffith from Berserk, yet all the rules I mentionned above are not applicable to them. Hell, I didn't talk about Echo from LoL, but he also doesn't have those in his design, yet he's very recognizable. Apex doesn't always use the shape rule, Valorant doesn't always use the colour rule, League often breaks all of them. But it's often asked to know those when you work for semi-realistic and realistic games that go for a certain style (especially nowdays with all the seniors on complete crack when it comes to the designs), and following those rules can significantly improve your style of concept art - as well as learning how to break them. Back to the video - I really loved your redesigns and your art style, the way you explain everything and the little stories you made up for each character, it's really cool. Hope you continue that way! As for the third concept, if you really want to somehow improve it one day, I would recommend you to make several very small sketches (8 minimum, don't stop, especially when you feel like you don't have any more ideas (also the 3rd one will always be trash no matter what)) with various designs that come to your mind while surrounding yourself with lots of references from different medias and photo-references of the culture you want to portray. Right now he's very sweet and I love him, but he looks a bit NPC-ish; maybe add more armor, f/e on one of his arms; or maybe do Udyr-style with very heavy bottom and a heavy head (long thick hair and some kind of helmet) and light torso with lots of tatoos; or do a complete 180° and make all of his body heavy armored. Have a bit of fun with him without thinking too much and without going for an already complete concept on the spot! Actually do that for all the concepts if you feel like training yourself for concept art again one day, trust me, that exercise will train your imagination (and patience) a lot. And once again, sorry for the lenght 😓
I love this comment as I remember taking all of what you said as notes back when I was in animation class. These are very great points and one of the quintessential parts of character design. Thank you for this comment. I loved reading every bit of it! ❤
@@OneFingerYT It can't be that hard to suspend disbelief for a fat guy in a videogame. There's tons of little girl characters that wield massive weapons and nobody cares about those. I can understand the notion somewhat if he was like 600lb life level, but hes legit just fat.
@@Florkl I see no reason why she couldn't do both with those weapons. She's holding them like she stabs people with them. But they're shaped like they're meant to be thrown.
I think the problem is you're drawn to her ridiculous jacket and _we-didn't-consult-black-people_ hairstyle before you even notice the knives. Her appearance doesn't fit a dexterous knife-thrower, but focusing on the outlandish appearance rather than the knives lends itself to the rocker aesthetic instead.
Lots of Concord re-designs clogging up the UA-cams, but this is probably the first one I've seen that actually takes the characters from awful to appealing (most just go from awful to boring). Good job!
I can't emphasize enough how _this game had no justification for looking this dull and devoid of passion_ PS5 Guardians of the Galaxy literally did Concord's entire aesthetic better just _three years ago_
"starchild looks like the creators wanted to go three separate directions and they couldn't land on any of them. And his gun looks like an afterthought." Damn (jam) you did it! You summed up Concord's character design in a single sentence! Also on the subject of the guns, pretty much every character's guns (Daw and Teo especially) just feel like they're from, I dunno, a new season of Destiny's lineup of guns they built over older models and passed off as something new. Lennox's "bell ringer" pistol is alright though.
@@Short-Word-f9w it just feels a little… undercooked. Like, I assume they wanted a gun that feels like it was designed by big and brutal people, like if Tolkien’s orcs advanced to the point they could make ballistic firearms. But uh. It doesn’t work. It just looks too smooth, like the version of that gun you have before it’s all decorated.
@@fluffywolfo3663 that's fair. BUT i maybe something they could have done was... make it bigger? this guy is a walking statement and a wall of a person So... maybe give him a gun that's similar to the monster hunter games. Maybe give him big blaster with multiple barrels that then transforms into a shield or something. I'm picturing a big gun like the tank from team fortress but it can collapse and the actually body forms a shield looking thing that shoots out energy. Kind of like Reinhart from overwatch? Or maybe to keep it in the Realm of monster hunter, maybe he could have a big hammer that does something simple like change into a whip type thing. So he could have this big "f**k off" hammer and then it could have another mode where the head of it pops off and is held by energy or magnets or whatever. This changes his short-range melee weapon into a sort of medium range weapon that allows him to wildly whip this thing around like a ball and chain. Which allows for more dynamic gameplay. My idea is simple... i admit that... maybe it's not good at all? but his regular gun is just to... "dinky"...
@@Short-Word-f9w honestly you had me at “make it bigger” It’s all great stuff! Or, like, make it look kinda Gears of War by giving it a bunch of extra blades, a bayonet that looks like a meat cleaver. Give it an extra barrel or two or three or even four, just… go COMPLETELY for aesthetic over logic. Cause this looks like the artist couldn’t quite let go of making this look like it could function
@@fluffywolfo3663 Chainsaw Great Hammer... People have heard of the shotgun axe and the Lancer from gears of war... BUT... what if he had reinharts hammer from overwatch but the head of the hammer was dual sided and in the middile there were retractable chainsaw blades??? Maybe it could even be one continuous piece that goes through the middle and can pop out of both ends? So now you got the hit hammer mode, the Chainsaw blade mode WITH the added blunt force trauma of the hammer AND now the hammer head itself can detach and be swing around like a ball and chain? So NOW you got a Chainsaw Hammer Smasher with a bladed whip function with an added dose of blunt force trauma? Not gonna lie... that sounds kinda awesome. Im not artist or designer but i bet that shit could look really badass. And totally not "dinky"
I like your redesigns. Most Concord redesign videos I've seen just turn the female characters into sex dolls that would put Overwatch to shame. There's more to character design than just making them breedable. Edit: your Daw looks chubby because he looks like he has a lifestyle of partying, enjoying good food and relaxing by the beach. There's a story behind his physique. Actual Daw just looks fat for the sake of being fat.
yeah i can see that, round shapes tend to make people look friendlier and his body exposure makes him look more outgoing, while being can make a character slow (which is bad for a shooter game) because they are heavy i think adding the frog leg massively solves that issue, concord failed at it. honestly concord characters all look like they are trying to cover up, as in not to offend anyone 😪. kinda wish she could make a part 2 to it
Idk even in this video the female character is changed for conventional attractiveness, while the male characters are allowed to stay mostly the same. I have yet to see a redesign video where this is not the case.
@@einzz9962 which is funny because if they want to play a gooner game, The First Descendant is right there. But instead they would rather complain about diversity in games cause how dare not all characters be white males! lol
Looking at Bazz' redesign got me thinking about how awesome a character with a guitar could be in a shooting game. I can imagine her guitar shooting a laser beam out of its head while she plays it, maybe headshots will deal bonus damage due to the music- I also would like to imagine her having the ability to play a jazzy or rock inspired song, each providing buffs (rockstar gives extra movement, jazz does passive healing maybe?). The fact I thought up all of this from just looking at the _concept_ art here speaks volume to your talents
I think you did a pretty good job, each design would read quickly in a fast environment both in color and shape, another aspect of art design that can be slept on but is crucial in video games, extremely so in fast paced ones. Games like both Overwatch, Doom (2016 & Eternal) and left 4 dead to name a few, demand the ability to tell at a glance what something is, as you may only get a few moments to react. concord has some strangely messy designs that just don't read cleanly and that doesn't clear up much by looking at em longer. Your redesigns largely addressed this, regardless of them having guns or not.
Daw's design is problematic because nothing about him screams "Medic". Had I never known he was a medic, I thought he was supposed to be someone with Frost or Ice as their theme. Should have redesigned him like a Hawaiian doctor, instead of a fisherman. Completely redesign the colours, because the current colours have nothing to do with medicine.
These are really cool! Especially love the third redesign. It's kind of crazy how when comparing the before and afters, the originals really look like random people you picked off the street who were told to just wear the most generic battle armor. Also really appreciate you keeping the few distinguishing characterstics these characters did have!
I love these designs so much. This is one of the best examples of games being a form of art and not just a "product" to be played and consumed and then left in the dust to consume another one. To me, purpose is the most important element in any piece of art. Aesthetic is definitely nice to have, but when it's rooted in purpose it becomes so much deeper and more profound. I really love how every aspect of the redesigned characters have purpose; you know what you're adding to the character and why you're adding it and the explanations you give make me wanna play your version of Concord. You're an amazing artist and I wish you great fulfillment and success!
14:26 Right, so between that jacket, those gloves, and the visor goggles (on the original design), I immediately thought of a winter sports direction. Like you'd see this guy on a snowboard or something, surprisingly mobile for his weight. As such, he'd want to be a mobile healer like a Lucio or Mercy, with a bigger weapon (where all the pukey yellows and greens can be stashed, if they must remain), and a closed, possibly shorter jacket. To compensate, boots and pants should be orange as well.
First impressions on original designs: Baz- crazy stabbing lady Starchild- over muscled space baboon Dawn- lazy guy stepping out into snow storm Your designs are a far better improvement though Starchild still feels like it needs something. Amusingly a lot of people thought that Concord was first going to be an rpg due to the studios involved and the presentation. 😊
So seeing these final pieces lined up and on display make me want to play a game with these people in it! They ooze character and individuality, I want to know more about them, their interactions between each other too. Way way WAY more than anything official of Concord...
These designs can actually work pretty well in a shooter, i can already see Bazz's current kit with this design, regular shots are her shooting soundwaves from her guitar, the thing that applies vulnerability could be the guitar pick idea and her melee strike can be done with the axe blade, Starchild's weapon could be dual purpose, transforming into like a big heavy rivet gun for ranged attacks and then turning into a hammer for his slams or whatever he even does, and for Daw... i mean that's not really a healer but you can give him a slow-firing high damage spear throw as a regular attack (he will just teleport the spears back into his hand after the throw), give him a pull with the harpoon, maybe some laser fishing net that groups enemies, something like that. Love the designs either way, good job!
bazz with this design would be a perfect support/bard character, her clothes scream "look at me", she would be doing sick bass solos that give buffs to her allies, and since she is buffing her allies, enemies would like to focus her first that way you can convey aesthetics, gameplay and personality, she wants everyone to look at her and be the center of the stage
So sick of people who know nothing about character design blaming the bad character design on race or body weight lmfao like that is absolutely not the problem. these antiwoke people are FERAL
This is so well done and the redesigns are amazing! I love how you still kept some of the colors even though you didn't like them that much and clearly didn't whitewash them (Many redesings make most of the cast look whiter, skinnier and more generic). What you did is great and clearly shows you understand how to make a character more interesting.
I pretty much believe that's about right for 90% of us... I never saw or heard about this game until it flopped. And suddenly, I knew everything about it because it was everywhere. xD
I love Baz's second design and I like that you kept the bulk of the healer guy's design. A lot of people were complaining about how fat he was because "the game involves running around so they shouldn't be fat" (like Roadhog doesn't exist). I don't usually care about weight representation, weight is something in a character that I feel is mostly unimportant to me, but when people complain about a character's weight it just irks me, it shouldn't matter that much. I also love the idea of a space fisherman 😂 Although i feel like having cybernetic arms would fit a lot better, it vould assist in his strength and feel a lot better than the legs, which just kinda stand out way too much.
@@kitsunemusicisfire I also don't care about any of that stuff either, as long as it looks cool, I can dig it. Nothing about Concord is cool 💀 I also went with his legs being cybernetic bc in my head, he'd actually be *swimming* around looking for fish, indicating that he's a very reckless individual. However, I suppose I didn't make that intention clear enough 👍
I saw one valid complaint when it comes to Baz's size. He was big AND squishy, making him an outstandingly easy target. Bulky characters in most FPS games tend to be tanks, just like Roadhog, since it doesn't matter that you are bigger target if you can also take way more shots.
I remember coming across a redesign by a guy by the handle KevinT who also kept Daw's girth. In fact, he more or less kept Daw's design intact, except with three main changes. First, he had Daw's equipment for his abilities visible while shrinking his gun, making it more of an SMG. Second, he aged Daw up to get rid of that single-chinned babyface, which really clashed with his size. And last, and the most important change, he rewrote Daw to be an average laboratory Joe who was at the wrong place at the wrong time instead of the same quippy MCU dip💩 that everyone else already is. In a sense, he's Gordan Freeman if instead of being the hero, he was just the drag-along who has no idea what he's doing and how he's still even alive. I think the main issue with Daw's size is one that every character in Concord has and was pointed out: it's pointless. It tells no story, it serves no function, and the character lacked any charm to begin with. Roadhog's size was completely in line with his gameplay and role: he's a HP tank who instead of protecting his team focuses on singling out key targets to metaphorically drop his entire weight and flatten them, which also reflects on his background as an unrepentant outlaw and killer.
14:06 love the second one with majority black. majority orange still felt like it was competing with the blue imo, but the design is lovely nevertheless! he’s so precious to me
nvm, the more i look at the majority orange, i do like it lol. and i do enjoy the idea of the orange for poison so it does make sense to keep himself safe
I was kinda sad to see some people blamed the designs for being “woke” when they’re just plainly bad. I’m not sure what’s supposed to be woke about the boring generic cod guy, the flying girl with 0 details on her helmet, or the spherical lady who just looks like she’s wearing 500 shirts and not anything like a realistic and/or stylized plus-sized person.
This is such a great video for being a smaller channel. Love your designs! The first one reminds me of Spider-Woman from "Across the Spider-Verse." The artificial limbs signaling the recklessness of the last character reminds me of Junkrat from Overwatch or Octane from Apex Legends. Good work.
Beautiful character designs. If you ever decide to make a comic book, graphic novel, or animated series, you’ve got the beginnings of a fantastic, eclectic bunch of characters.
Concord didn't fail because of its badly designed characters; Concord failed because it was an expensive game in a free-to-play market competition of hero-shooters, Concord did nothing new or innovative and with no new interesting game mechanics.. while also having badly designed characters...
@@gawkthimm6030 You're wrongly assuming that there is only one reason. It's a combination of factors. But the awful designs absolutely play a role, character designs in hero shooters/MOBA are SUPER important to their community!
I've seen a few redesign videos before, and most of them kept with the supposed role of the character, redesigning them to make more sense with their assigned roles. Making Daw look more like a medic, making Baz actually look like the speedy knife-thrower she's supposed to be, etc. I like how you went the other way, changing their designs a little (except for Daw who needed a total redesign either way) and changing their roles and weaponry to fit the updated design.
I REALLY want to get inside the mind of the lead art directors and figure out why the clothing designs and colors seem to envoke the appearance of te digestive tract...
WDYM? Dah redesign is absolutely amazing, it tells a story and the colors flow well with the theme also making him a good looking character while maintaining his original body shape is a mark of great skill
Seeing so many people come together and make interesting and, let's face it, cooler versions of the characters is always fun to see. These redesigns are awesome, great work 👍
Yeah just annoying that is all most people will do, you can do diverse designs and still look cool, look at overwatch 1 and freaking Yu-Gi-Oh cards and you'll see what I mean
Is there a problem with wanting to make them hot? Also I think this video did the same thing making them more subjectively attractive than their original designs. Never seen a vid that makes them white though..?
@@nitronix2787 no there's no real issue but there is just this weird hyper fixation that most redesigns are just whitewashing instead of actually redesigning and improving
Holy shit your take on Star Child is AMAZING. I was afraid you'd slim out the big boy, but he is still big while being more demonic. Excellent take on the design!
Its nice to see some genuine good faith criticism of Concord's lackluster character designs that isn't just gooners whining about how they're not sexy enough.
i have only seen good faith criticism of this game. no one cares that they arent sexy enough. everyone cares that design inspiration for all of them was apparently a volleyball
These are way better designs than one guys video I saw who just used slurs and tried to be anti woke but then all the designs he made just ended up being porn bait without any creativity to them.
@@CyrusLagom yes it was, within like the first 2 minutes the guy used a trans derogatory slur and then just redesigned everyone to have the same body type and exposed skin
As someone who knows nothing about concept art (or art in general), I greatly appreciate the simple explanation. Your designs look rad and something I'd play (or even pay money for). Keep it up!
You really didn't miss with these designs. I've watched other videos where people redesign the heroes, and no one hit it like you did. Their art was amazing like yours (especially love your style btw) but you kept the nature of the characters while still doing a big overhaul. I'm super jealous, amazing work.
6:10 Never seen an artist start out by drawing a skull before. Man you're talented. BTW, favorite design you made is actually Daw, least favorite Starchild.
I loved all three designs and would absolutely play these characters in a multiplayer shooter/melee game! You walking us through your thoughts as you worked and including information about design principals had my attention completely absorbed. Of the three, Bazz was my favorite final design, but I was blown away with how drastically your rendition of Daw improved over the original. You made him look so much more friendly and interesting. Anyway, thank you so much for all your hard work making this video and I'm looking forward to seeing more of your work.
for the last one i think the only bad thing about it are the legs. i think design of the legs are ugly and the orange just doesn't look good. the orange also clashes with his skin color. the designs are wayyyyyy better than the originals (bar was in hell) good job. i will be subbing.
@@gundarium4237 yeah, I'm not used to drawing mech stuff so I just looked up robot legs and copied some things I saw haha. Perhaps if the orange was a different tint or shade (or just wasn't used as much), it might've done better. I do like the orange Band-Aids though, that's my favorite part haha. Glad you enjoyed, and thank you for subbing 🙂
Yooooo! This is so amazing!! Most of the redesigns i‘ve seen didnt blow me away tbh because I felt like they were shaving off the essence of the characters completely, just for the sake of „better design“. You really found that perfect spot of redesign while still keeping the original intent!! And I totally feel like I want to learn more about those characters now :) Thank you so much, you rock!
What's great about Daw's redesign is that, on top of being a bit heavy, he looks strong. That and the double prosthetics means he's probably better ESG bait than the original
I'm so glad I found your redesign video since it's one of the few out there that empathizes with the artists who had to work in a studio environment and actually pays attention to what they were trying to do vs. ignoring everything and saying "There, I fixed it." Your artwork itself is also fantastic, and you gave a really easy to understand crash course on how color theory works. I hope we get to see more of your OCs in the future, and the fact you're more of a fighting game lover is a plus for me.
All of these designs and your explanations as to why you went the direction you did gave me more interest in the game than what was actually ever presented by the studio who made it. Excellent work.
What I have learned watching your video, and what others have put out regarding the character design of Concord, is that whoever created the characters did not follow the basic rules of color and design. Part of me thinks that they didn't respect centuries of design wisdom and thought they knew better.
You are waaay too hard on yourself, all three of these are absolutely amazing, Starchild is my favorite of the three, his design seems really well balanced to me and the literal hammer was absolutely genius
This is probably the best video. No offense, but all the other character design videos were them just making the female characters have the least amount of clothing possible. Which is fine sometimes. I personally dont care. But they weren't redesigning concord in a believable way. It was more like they were designing an 18+ game. But your designs are amazing and feel like an actual improvement on the existing game.
Amazing video! Love the sense of humor and the character designs. I love the Demon take on Starchild. The adjusted design and color scheme reminds me so much of the classic Red and Blue Oni combined into one character. Great work!
The design without the bandana is iconic. I love characters who are exude effortless coolness and mystery and that’s her without a bandana. How did you do this but a million dollar company couldn’t? Also this is a game, why not make it a fun twist that everything is a gun? You could have someone who’s well versed in weapons design make any random item look like a weapon/ transform into one. Or he’ll just have player shoot out of a guitar that’d be silly but unique.
Great vidoe! Love how objective you were in discussing the designs, colouds, skins and body types, and pushing those out more to shind in your designs. You have wonderful shape language in your anatomy, balancing your knowledge of human anatomy and fun stylization And you're a wiz with colours Great video!
You made them look like they have a soul and personality omg 😭 a lot of people “redesigned”them and made a sexy anti woke version… which is icky… so this is very refreshing and I’m surprised tbh. I hope you do more! So cute!
This is so cool! I love character design, and I think you gave these characters a lot more life. I never knew about the 60 30 10 rule! That’s sure to be helpful in the future
i LOVE that last design, its so much more interesting than the original and you kept his chunkiness ! ive seen so many redesigns where the first thing they do is make him smaller and it sucks
God im so happy this didn't go the same way as other concord redesigns did where the philosophy was just "make the character conventionally attractive"
1:37 - DeVeers - generic space miner npc #195 1:40 - Roka - Doomguy at home 1:43 - Emari - Knockoff toy soldier 1-Off - Baymax at home (in personality, he otherwise looks like a trash can on legs), At least he is visibly a tank. Bazz - So close to being great, but I still do not know what she does by looking at her. Daw - The guy with ski gear does not have any ice related abilities or weaponry and is the healer. How does this make sense? Make his gear white and red, make him look like a medic who specialises in cold environments. Also freeze related abilities and/or weaponry. Let design and gameplay communicate with each other. Daw being visibly bigger can be compensated by bigger health pool and weaker offensive. Duchess - Eccentric rich grandma with a gun. Haymar - Just some girl It-Z - Just some energetic girl, but alien looking. Jabali - Black man with sunglasses. The only thing that hints he is a healer is the medical green. Kyps - What the hell? This does not look that bad! Her role is clearly communicated through her design. Lark - Also one of the better looking designs, he looks cool. But what does he do? Lennox - Just some guy, but with lizard scales. What does he do again? Star Child - Big buff guy. Wacky color combination, but also one of the better designs as he is clearly a tanky character. Teo - Just some guy who came out of game of laser tag and lost one of his shoulder pauldrons. Vale - Not gonna lie, they were cooking with those googles, but did they have to dress her up in this boring beige coat? Also one issue that at least I am having is that a lot of the human characters are hitting the uncanny valley really badly. There is just something unnerving about them. Lark and Kyps are probably my favourites because they do not hit the uncanny valley. Something very clearly went wrong here. The 3D environments looks great. Not considering the design, the 3D meshes of the characters are well done. The FPS mechanics does not look bad. Those who programmed, modelled and animated all of this are not amateurs. Something went wrong in pre-production and during production.
I've never gotten this much engagement on a video before (or any post on the internet), not even my most successful shorts. It's a bit overwhelming tbh. Thank you all for the nice comments, and for those who don't like the designs, that's completely fine too (no one has to like anything lol). I doubt I'll make more redesigns but I hope all who watch stay for future projects (and take a look at my past videos too!)
If you’re up to it, can you do the other characters please? You did them so well!!
Hope your channel grow. Your video is really good
I love your redesigns! Specially Bazz! Keep them coming !
These are genuinely really good concept arts that a studio could work off of. I really hope you're working in this field to capitalise upon it
I think why your bazz looks good is because you were designing a woman and not a trans person which is in every way a pathetic parody of a woman which is also precisely what baz's design screams. Your redesign is peak
Some of the better re-designs that aren't just "make old character young" or "make fat character jacked", and you actually gave the characters some identity (character).
This made me realize that if the game was less realistic and more styilized, it would be more appealing
Happens all the time
@@squirrel670 It's the detriment of being obsessed with realism in fiction.
literally, if they use cartoon shaders it would look better. it's the same case like captain America costume in the first avengers movie, his bright costume looks out of place among other characters, an then he got upgraded with more weathered and darker color costume in the next movie.
Kinda its just like they tried to pulled of stylized characters with realistic graphics... the realistic style can work but you have to consider your characterdesigns accordingly. An example would be Rainbow Six Siege which also has a realistic style and unique "operators" but they still have good and distinguishable designs.
look at destiny. its scifi with magic, same as concord. but destiny id say blows it out of the water. the art style is so appealing. i havent played Destiny in years. but that art style is engrained in my mind. one of my favorite game aesthetics
Personally, I liked the 3rd redesign. It opened up the character a lot more, and gave it the personality he needed, and even if you hated the colors, you nailed the design in my very biased opinion.
The belly scars look rad.
Gotta agree. It looks so cool. Would play this guy if I ever see him in a game.
Concord didn't fail because of its badly designed characters; Concord failed because it was an expensive game in a free-to-play market competition of hero-shooters, Concord did nothing new or innovative and with no new interesting game mechanics.. while also having badly designed characters...
@@gawkthimm6030 Overwatch was 60 USD on release but people buy it, play it and like it because of the characters and gameplay.
If the characters look good, the game could easily have a dedicated following just like any niche games out there.
This is the kind of redesigns I wanted to see. No excessive fan service, just good a color palette and design.
Yes, I have seen some that were concerned about the designs not being "appealing" in a certain way, and their redesigns were just the characters but with more exposed skin, thinner, and with high heels.
is this about Criticalart 64 😂😂 because the shoe fits
@@ThyFloorestFloorhi Concord dev
@@ThyFloorestFloorI do think this is a problem with many redesigns I see. Every and almost exclusively female characters get redesigned to be very conventionally attractive. Even in this video, female character becomes highly attractive and exposed, male characters stay mostly the same.
@@ThyFloorestFloor Not to mention none of the redesigns match the character's role or background. They're just doing character fanart, none of them are designing.
Demon character being named Star Child actually goes hard
I really want the name "Wrath Child", but Iron Maiden would probably sue them if they did use it 😂🤣
@@alfianfahmi5430iron child
I agree with that, it does go hard, but what if he was called "Nova Child" as a reference to supernovas?
Like Lucifer being called the morning star
@@solariobringel9923doesnt hit as hard tbh, Star child is incredibly tuff
I LOVE this. Most of the "redesign attempt" videos can be boiled down to "make 'em skinny and show booba", but here you encapsulate what is actually good character design philosophy: creating a narrative. There needs to be a distinct silhouette in FPS shooters for mechanic reasons, and color balance is important, but identity is equally critical. Concord lacked all spirit of originality and creativity. Your redesigns let these characters visually say something, and I'm glad you took a crack at these!
Awesome character redesigns! If it was a fighting game and it looked like this, I would try it out. Nice video!
@@htpkey Thank you, glad you enjoyed!
Boss??
Concord didn't fail because of its badly designed characters; Concord failed because it was an expensive game in a free-to-play market competition of hero-shooters, Concord did nothing new or innovative and with no new interesting game mechanics.. while also having badly designed characters...
@@gawkthimm6030
Well, the character designs aren’t doing it any favors. It also sucked at marketing too. I’d never heard of it or its release until AFTER the plug had already been pulled.
Yea these are lowkey guilty gear designs if the world of guilty gear was a little bit less wacky
Washed up fashion designer that got fired and everyone refused to work with her because her fashion ideas are fucking terrible. One day she decides to pick up daggers and go after those who wronged her. She got arrested. The end.
Thats what am getting by this design. And about the shoes, i cant even think of anything.
For the shoes she just got the drip doe
🤣
Reminds me of a guy who got kicked out of art school
_I thought you were talking about the development team that made the character models._
Why is this so true 😂
Artist who studied concept art and worked as concept artist for a while here, I would like to add some advices to what already was said, as to how you can improve the visual side of your design and your concept art. Sorry in advance for my english if there's some mistakes, feel free to correct me. And I also hope you're not against some critique, I think it will be helpful both for your future training and anybody here wanting to go for the same profession, but if you are, please delete my comment 💚
While creating a representative concept for a character for a fantasy/sci-fi/other-not-real-life game(!) setting, especially in the style of Overwatch and League, it's often important to give them an overall "shape" - triangle (aggressivness), rectangle (steadiness, mostly used for "tanks") or circular/oval (rarely used, usually to represent softness). It is usually done to pinpoint the personality and the role of the character. You can also play around and add several at the same time. It is not 100% necessary, as for example Jinx and most of League characters have none of it, neither on their concept art nor splash-arts, but it's always a nice touch. In that sense, on the first redesign I would exagerate the way she holds her bass; make her hold it with both arms extended to our right side, while also spreading her legs in the same manner you drew her first body sketch. It could make a nice hourglass shape and make her looking more eccentric. Or use the pose of Akira Otoishi from Jojo, that would also work.
Colours. While understanding the scheme is important, the amount of colours used in the concept is just as crucial to the overall impression. Choose one (maximum! two, if you're really confident) colour for the major part of the costume (as in the 60-30-10 rule you mentionned), then add the accents. Those accents should have three visible(!) spots minimum, five maximum, on the costume for every colour, while being fairly distant from each other. It applies for every character you took the inspiration from in this video - Jinx (faded pink on her bra, short, stocking and "gauntlet"), Mercy (warm yellow on her arms, under the crown, on cloth, some splats on her weapon; white on armor, on wings, on her weapon), Echo in Arcane (red hood, red glove, red parts of the shoes; teal on his hourglass, on his right hand, on his weapon - a little error imo, as in the end the glove and the weapon are way too close to each other), Tracy (orange body costume, soles of the shoes, a bit on the gauntlets, on her shoulder, on her glasses; has one single spot of teal, wich is acceptable if not then repeated by other colours). In that sense the second redesign is amazing, I would just add yellow somewhere on his feet too, and maybe add a beige strap on his right arm, but overall I love him. Also, for the first design, I would make her top black too, as it blends too much with her bass, and white would add a huge accent on her instrument in the same was as a teal spot on Tracy. As for the third redesign, it would be nice if the beads of his bracelet were bigger to show more its colours, and also if he had a bit of black and orange armor on his shoulder, as it really lacks these colours on top.
Shapes and rythm. If you pay close attention to the concept arts of various games, and espacially Ovewatch (of the first opus, because the second is a wild mess with some of its redesigns), you could notice one shape that is repeated several times on a costume. I will take once again the characters you brought up in this video:
-In League of Legends, Jinx has a LOT of repeating vertical cylinders all over her outfit - bullets under her bra, bullets on her waist, the soles of her boots; she has horizontal lines on her neck, her left arm, the "laces" of her boots; she also has the X pattern on her bra, on her stocking, and her belts are also forming the X. In Arcane, she once agans has a lot of lines forming the X shape, and she has stripes on her pants, left arm and a little kind of it on her right boot.
-In Arcane, Echo has several X and hourglass shapes
-Mercy has lots of diagonal lines ressembling the feathers
-Tracy has diformed hexagones on her torso, gauntlets, knees
So, just as for the accent colours, these shapes should be visible and repeated at least 3 times on overall design evenly to create a nice rythm for the eyes. But unlike the colours, you don't have to apply this for every single shape, you might just need one but then add other details here and there that are less important and less visible. In that way, once again I love the second design in the video, as he has a lot of cylinders on his outfit (though I would make them slightly bigger) and the shape of the shoulder pad, although slightly less visible, on the rest of his body; probably would make the red part of the face in a same shape too (or the other way around).
Sorry for making it this long to read. And now that you've read all of it - those rules are not always necessary, lmao. They are a nice touch, and are important for the Overwatch-lookalikes, but you can sometimes use only two of them in other medias, or none for cartoons/mangas/other games, really. You will be able to recognize Star from Star and the forces of evil, Sans from Undertale, Griffith from Berserk, yet all the rules I mentionned above are not applicable to them. Hell, I didn't talk about Echo from LoL, but he also doesn't have those in his design, yet he's very recognizable. Apex doesn't always use the shape rule, Valorant doesn't always use the colour rule, League often breaks all of them. But it's often asked to know those when you work for semi-realistic and realistic games that go for a certain style (especially nowdays with all the seniors on complete crack when it comes to the designs), and following those rules can significantly improve your style of concept art - as well as learning how to break them.
Back to the video - I really loved your redesigns and your art style, the way you explain everything and the little stories you made up for each character, it's really cool. Hope you continue that way! As for the third concept, if you really want to somehow improve it one day, I would recommend you to make several very small sketches (8 minimum, don't stop, especially when you feel like you don't have any more ideas (also the 3rd one will always be trash no matter what)) with various designs that come to your mind while surrounding yourself with lots of references from different medias and photo-references of the culture you want to portray. Right now he's very sweet and I love him, but he looks a bit NPC-ish; maybe add more armor, f/e on one of his arms; or maybe do Udyr-style with very heavy bottom and a heavy head (long thick hair and some kind of helmet) and light torso with lots of tatoos; or do a complete 180° and make all of his body heavy armored. Have a bit of fun with him without thinking too much and without going for an already complete concept on the spot! Actually do that for all the concepts if you feel like training yourself for concept art again one day, trust me, that exercise will train your imagination (and patience) a lot.
And once again, sorry for the lenght 😓
I love this comment as I remember taking all of what you said as notes back when I was in animation class. These are very great points and one of the quintessential parts of character design.
Thank you for this comment. I loved reading every bit of it! ❤
God thank you for leaving the fat guy fat! I've seen so many redesigns making him skinny like his weight was the problem
I was thinking "how is a fat guy gonna survive in a high energy environment" but since his legs are machines, he doesn't have to exert so much energy.
@@OneFingerYT It can't be that hard to suspend disbelief for a fat guy in a videogame. There's tons of little girl characters that wield massive weapons and nobody cares about those. I can understand the notion somewhat if he was like 600lb life level, but hes legit just fat.
usually an action character is strongfat, daw is just regular old mcdonalds morbidly obese
@@OneFingerYTthe same way that roadhog from overwatch survives in that environment bro
@@birb5306 Great, two examples. How do they survive? (hypothetically, of course, as everyone is constantly dying) I don't play shooters anymore.
The best "Concord redesign" video i've seen, lol. Great designs
Gooner free designs finally
@@firstlast6226 Right!!!!!
I thought Baz would shank people. She throws the knives?
My immediate thought was “Stabs people and is some kind of underworld agent thing.” I actually wasn’t too far off.
@@Florkl I see no reason why she couldn't do both with those weapons. She's holding them like she stabs people with them. But they're shaped like they're meant to be thrown.
I think the problem is you're drawn to her ridiculous jacket and _we-didn't-consult-black-people_ hairstyle before you even notice the knives. Her appearance doesn't fit a dexterous knife-thrower, but focusing on the outlandish appearance rather than the knives lends itself to the rocker aesthetic instead.
@@Shadowcam00LOLLLLLL "we didn't consult black people" sktjjsifsjdhej so accurate it hurts
Same i thought she was like spy from tf2
Lots of Concord re-designs clogging up the UA-cams, but this is probably the first one I've seen that actually takes the characters from awful to appealing (most just go from awful to boring). Good job!
I can't emphasize enough how _this game had no justification for looking this dull and devoid of passion_
PS5 Guardians of the Galaxy literally did Concord's entire aesthetic better just _three years ago_
Whats worse is that they were limited by anything. They could create anything and people wouldve liked it
Are you dumb guardians of the galaxy should never be compared to concord in any way
I like the idea of the fisherman slapping people with a giant ass fish.
Reminds me how you can send smelly fish to people in ark
That would be a cool way to track enemies. Slap them with the fish, follow the smell.
He should also have a shark motif.
The idea of a cyborg frog dude is actually awesome.
Right?
Lucio
Literally Lucio from Overwatch
I like how you still kept the _vibe_ of the game and didn't totally go ham on the entire thing. You're gonna go far and keep at it!
"starchild looks like the creators wanted to go three separate directions and they couldn't land on any of them. And his gun looks like an afterthought."
Damn (jam) you did it! You summed up Concord's character design in a single sentence! Also on the subject of the guns, pretty much every character's guns (Daw and Teo especially) just feel like they're from, I dunno, a new season of Destiny's lineup of guns they built over older models and passed off as something new.
Lennox's "bell ringer" pistol is alright though.
that gun looks just looks wrong with his character. It literally looks out of place
@@Short-Word-f9w it just feels a little… undercooked. Like, I assume they wanted a gun that feels like it was designed by big and brutal people, like if Tolkien’s orcs advanced to the point they could make ballistic firearms.
But uh. It doesn’t work. It just looks too smooth, like the version of that gun you have before it’s all decorated.
@@fluffywolfo3663 that's fair. BUT i maybe something they could have done was... make it bigger? this guy is a walking statement and a wall of a person So... maybe give him a gun that's similar to the monster hunter games. Maybe give him big blaster with multiple barrels that then transforms into a shield or something. I'm picturing a big gun like the tank from team fortress but it can collapse and the actually body forms a shield looking thing that shoots out energy. Kind of like Reinhart from overwatch?
Or maybe to keep it in the Realm of monster hunter, maybe he could have a big hammer that does something simple like change into a whip type thing. So he could have this big "f**k off" hammer and then it could have another mode where the head of it pops off and is held by energy or magnets or whatever. This changes his short-range melee weapon into a sort of medium range weapon that allows him to wildly whip this thing around like a ball and chain. Which allows for more dynamic gameplay.
My idea is simple... i admit that... maybe it's not good at all? but his regular gun is just to... "dinky"...
@@Short-Word-f9w honestly you had me at “make it bigger”
It’s all great stuff! Or, like, make it look kinda Gears of War by giving it a bunch of extra blades, a bayonet that looks like a meat cleaver. Give it an extra barrel or two or three or even four, just… go COMPLETELY for aesthetic over logic.
Cause this looks like the artist couldn’t quite let go of making this look like it could function
@@fluffywolfo3663 Chainsaw Great Hammer... People have heard of the shotgun axe and the Lancer from gears of war... BUT... what if he had reinharts hammer from overwatch but the head of the hammer was dual sided and in the middile there were retractable chainsaw blades???
Maybe it could even be one continuous piece that goes through the middle and can pop out of both ends?
So now you got the hit hammer mode, the Chainsaw blade mode WITH the added blunt force trauma of the hammer
AND now the hammer head itself can detach and be swing around like a ball and chain?
So NOW you got a Chainsaw Hammer Smasher with a bladed whip function with an added dose of blunt force trauma?
Not gonna lie... that sounds kinda awesome. Im not artist or designer but i bet that shit could look really badass. And totally not "dinky"
Love these redesigns, especially how you didn't just completely throw away the original ideas (and body shapes!)
Omg woooow someone who redesigned the characters without over sexualising them and being obnoxiously hateful.
Doesn't happen
RARE
@@MisterHeromansubscription list checks out, brother you literally WATCH what you're denying exists
@@ShadowTheHedgehog003 What am I watching, then?
I like your redesigns. Most Concord redesign videos I've seen just turn the female characters into sex dolls that would put Overwatch to shame. There's more to character design than just making them breedable.
Edit: your Daw looks chubby because he looks like he has a lifestyle of partying, enjoying good food and relaxing by the beach. There's a story behind his physique. Actual Daw just looks fat for the sake of being fat.
yeah i can see that, round shapes tend to make people look friendlier and his body exposure makes him look more outgoing, while being can make a character slow (which is bad for a shooter game) because they are heavy i think adding the frog leg massively solves that issue, concord failed at it.
honestly concord characters all look like they are trying to cover up, as in not to offend anyone 😪.
kinda wish she could make a part 2 to it
Nah this is so real, and the gooners glaze the shit out of those redesigns when its just as bad but in a different way
Epic
Idk even in this video the female character is changed for conventional attractiveness, while the male characters are allowed to stay mostly the same. I have yet to see a redesign video where this is not the case.
@@einzz9962 which is funny because if they want to play a gooner game, The First Descendant is right there. But instead they would rather complain about diversity in games cause how dare not all characters be white males! lol
Looking at Bazz' redesign got me thinking about how awesome a character with a guitar could be in a shooting game. I can imagine her guitar shooting a laser beam out of its head while she plays it, maybe headshots will deal bonus damage due to the music- I also would like to imagine her having the ability to play a jazzy or rock inspired song, each providing buffs (rockstar gives extra movement, jazz does passive healing maybe?).
The fact I thought up all of this from just looking at the _concept_ art here speaks volume to your talents
Junker Queen in Overwatch is kinda like that, she has a guitar-axe in some of her skins :3
It also says a lot about where the original concepts were lacking.
Ever played Lucio?
I think you did a pretty good job, each design would read quickly in a fast environment both in color and shape, another aspect of art design that can be slept on but is crucial in video games, extremely so in fast paced ones.
Games like both Overwatch, Doom (2016 & Eternal) and left 4 dead to name a few, demand the ability to tell at a glance what something is, as you may only get a few moments to react. concord has some strangely messy designs that just don't read cleanly and that doesn't clear up much by looking at em longer. Your redesigns largely addressed this, regardless of them having guns or not.
Daw's design is problematic because nothing about him screams "Medic". Had I never known he was a medic, I thought he was supposed to be someone with Frost or Ice as their theme.
Should have redesigned him like a Hawaiian doctor, instead of a fisherman. Completely redesign the colours, because the current colours have nothing to do with medicine.
He sells a Fish Oil supplement.
@@OneFingerYT literally me
These are really cool! Especially love the third redesign. It's kind of crazy how when comparing the before and afters, the originals really look like random people you picked off the street who were told to just wear the most generic battle armor. Also really appreciate you keeping the few distinguishing characterstics these characters did have!
I love these designs so much. This is one of the best examples of games being a form of art and not just a "product" to be played and consumed and then left in the dust to consume another one. To me, purpose is the most important element in any piece of art. Aesthetic is definitely nice to have, but when it's rooted in purpose it becomes so much deeper and more profound. I really love how every aspect of the redesigned characters have purpose; you know what you're adding to the character and why you're adding it and the explanations you give make me wanna play your version of Concord. You're an amazing artist and I wish you great fulfillment and success!
ur bazz concept 😩 omggg i LOOOVE. she definitely wouldve been my favorite character ahh
14:26 Right, so between that jacket, those gloves, and the visor goggles (on the original design), I immediately thought of a winter sports direction. Like you'd see this guy on a snowboard or something, surprisingly mobile for his weight. As such, he'd want to be a mobile healer like a Lucio or Mercy, with a bigger weapon (where all the pukey yellows and greens can be stashed, if they must remain), and a closed, possibly shorter jacket. To compensate, boots and pants should be orange as well.
First impressions on original designs:
Baz- crazy stabbing lady
Starchild- over muscled space baboon
Dawn- lazy guy stepping out into snow storm
Your designs are a far better improvement though Starchild still feels like it needs something.
Amusingly a lot of people thought that Concord was first going to be an rpg due to the studios involved and the presentation. 😊
So seeing these final pieces lined up and on display make me want to play a game with these people in it! They ooze character and individuality, I want to know more about them, their interactions between each other too.
Way way WAY more than anything official of Concord...
These designs can actually work pretty well in a shooter, i can already see Bazz's current kit with this design, regular shots are her shooting soundwaves from her guitar, the thing that applies vulnerability could be the guitar pick idea and her melee strike can be done with the axe blade, Starchild's weapon could be dual purpose, transforming into like a big heavy rivet gun for ranged attacks and then turning into a hammer for his slams or whatever he even does, and for Daw... i mean that's not really a healer but you can give him a slow-firing high damage spear throw as a regular attack (he will just teleport the spears back into his hand after the throw), give him a pull with the harpoon, maybe some laser fishing net that groups enemies, something like that. Love the designs either way, good job!
Yes, I thought that he could have a chain tied to the end of the harpoon that lets him bring it back, also he could have high jumps with the frog legs
bazz with this design would be a perfect support/bard character, her clothes scream "look at me", she would be doing sick bass solos that give buffs to her allies, and since she is buffing her allies, enemies would like to focus her first
that way you can convey aesthetics, gameplay and personality, she wants everyone to look at her and be the center of the stage
So sick of people who know nothing about character design blaming the bad character design on race or body weight lmfao like that is absolutely not the problem. these antiwoke people are FERAL
Bro managed to do the impossible 😭
This is so well done and the redesigns are amazing! I love how you still kept some of the colors even though you didn't like them that much and clearly didn't whitewash them (Many redesings make most of the cast look whiter, skinnier and more generic).
What you did is great and clearly shows you understand how to make a character more interesting.
The storytelling you've displayed in your designs is crazy good. This was a really fun watch!
"Everything I learned about Concord was against my will" Same. Enjoyed your designs
I pretty much believe that's about right for 90% of us... I never saw or heard about this game until it flopped. And suddenly, I knew everything about it because it was everywhere. xD
They wanted a hero shooter, but it became an art challenge
I love Baz's second design and I like that you kept the bulk of the healer guy's design. A lot of people were complaining about how fat he was because "the game involves running around so they shouldn't be fat" (like Roadhog doesn't exist). I don't usually care about weight representation, weight is something in a character that I feel is mostly unimportant to me, but when people complain about a character's weight it just irks me, it shouldn't matter that much. I also love the idea of a space fisherman 😂
Although i feel like having cybernetic arms would fit a lot better, it vould assist in his strength and feel a lot better than the legs, which just kinda stand out way too much.
@@kitsunemusicisfire I also don't care about any of that stuff either, as long as it looks cool, I can dig it. Nothing about Concord is cool 💀
I also went with his legs being cybernetic bc in my head, he'd actually be *swimming* around looking for fish, indicating that he's a very reckless individual. However, I suppose I didn't make that intention clear enough 👍
I saw one valid complaint when it comes to Baz's size. He was big AND squishy, making him an outstandingly easy target. Bulky characters in most FPS games tend to be tanks, just like Roadhog, since it doesn't matter that you are bigger target if you can also take way more shots.
@@Ninja323pl I like that explanation, good to know, but Baz is the girl with the weird glasses 😅
I remember coming across a redesign by a guy by the handle KevinT who also kept Daw's girth. In fact, he more or less kept Daw's design intact, except with three main changes. First, he had Daw's equipment for his abilities visible while shrinking his gun, making it more of an SMG. Second, he aged Daw up to get rid of that single-chinned babyface, which really clashed with his size. And last, and the most important change, he rewrote Daw to be an average laboratory Joe who was at the wrong place at the wrong time instead of the same quippy MCU dip💩 that everyone else already is. In a sense, he's Gordan Freeman if instead of being the hero, he was just the drag-along who has no idea what he's doing and how he's still even alive.
I think the main issue with Daw's size is one that every character in Concord has and was pointed out: it's pointless. It tells no story, it serves no function, and the character lacked any charm to begin with. Roadhog's size was completely in line with his gameplay and role: he's a HP tank who instead of protecting his team focuses on singling out key targets to metaphorically drop his entire weight and flatten them, which also reflects on his background as an unrepentant outlaw and killer.
@@kitsunemusicisfire ah rip. I glanced up at you comment to remember the name without actually rereading it fully and clearly goofed up.
14:06 love the second one with majority black. majority orange still felt like it was competing with the blue imo, but the design is lovely nevertheless! he’s so precious to me
nvm, the more i look at the majority orange, i do like it lol. and i do enjoy the idea of the orange for poison so it does make sense to keep himself safe
I was kinda sad to see some people blamed the designs for being “woke” when they’re just plainly bad.
I’m not sure what’s supposed to be woke about the boring generic cod guy, the flying girl with 0 details on her helmet, or the spherical lady who just looks like she’s wearing 500 shirts and not anything like a realistic and/or stylized plus-sized person.
Woke is bad design though. Its inherent.
@@you-chan4641you mean GTA san andreas has bad design??????
Big man Splatoon is bad character design? Y'all need an exorcism lmaoo
@@justvibingowo736 they would call anything woke but just show them gta 3-5 lmao
@@optimumplatinum2640woke is just buzzword for things they dont like… like how they say incel doesnt mean anything anymore… lol
This is such a great video for being a smaller channel. Love your designs! The first one reminds me of Spider-Woman from "Across the Spider-Verse." The artificial limbs signaling the recklessness of the last character reminds me of Junkrat from Overwatch or Octane from Apex Legends. Good work.
Beautiful character designs. If you ever decide to make a comic book, graphic novel, or animated series, you’ve got the beginnings of a fantastic, eclectic bunch of characters.
Finally some good redesigns that dont just make them sexy
making something sexy for profit is still better intentionally making something ugly for political reasons
Concord didn't fail because of its badly designed characters; Concord failed because it was an expensive game in a free-to-play market competition of hero-shooters, Concord did nothing new or innovative and with no new interesting game mechanics.. while also having badly designed characters...
Mad simps
@@gawkthimm6030 You're wrongly assuming that there is only one reason. It's a combination of factors. But the awful designs absolutely play a role, character designs in hero shooters/MOBA are SUPER important to their community!
I mean, Baz is kinda hot though, and there's nothing wrong with that.
We love a sexy and deathly queen 👑
I've seen a few redesign videos before, and most of them kept with the supposed role of the character, redesigning them to make more sense with their assigned roles. Making Daw look more like a medic, making Baz actually look like the speedy knife-thrower she's supposed to be, etc. I like how you went the other way, changing their designs a little (except for Daw who needed a total redesign either way) and changing their roles and weaponry to fit the updated design.
I REALLY want to get inside the mind of the lead art directors and figure out why the clothing designs and colors seem to envoke the appearance of te digestive tract...
WDYM? Dah redesign is absolutely amazing, it tells a story and the colors flow well with the theme also making him a good looking character while maintaining his original body shape is a mark of great skill
Seeing so many people come together and make interesting and, let's face it, cooler versions of the characters is always fun to see. These redesigns are awesome, great work 👍
I love these! The silhouettes look iconic!
Also, a lot of concord redesigns are just "lets make em hot and also white", gj on not doing that
Yeah just annoying that is all most people will do, you can do diverse designs and still look cool, look at overwatch 1 and freaking Yu-Gi-Oh cards and you'll see what I mean
Show me a video where they make em white.
Is there a problem with wanting to make them hot? Also I think this video did the same thing making them more subjectively attractive than their original designs. Never seen a vid that makes them white though..?
@@nitronix2787 no there's no real issue but there is just this weird hyper fixation that most redesigns are just whitewashing instead of actually redesigning and improving
@@optimumplatinum2640 I haven't seen any whitewashing, but maybe that's just on my part.
With Daw, I would have never guessed he was a support. The design was telling me "Tanky engineer/scientist"
Concord's failure has brought so many concept artists to my feed, so I'm grateful
Holy shit your take on Star Child is AMAZING. I was afraid you'd slim out the big boy, but he is still big while being more demonic. Excellent take on the design!
Its nice to see some genuine good faith criticism of Concord's lackluster character designs that isn't just gooners whining about how they're not sexy enough.
i have only seen good faith criticism of this game. no one cares that they arent sexy enough. everyone cares that design inspiration for all of them was apparently a volleyball
These are way better designs than one guys video I saw who just used slurs and tried to be anti woke but then all the designs he made just ended up being porn bait without any creativity to them.
Is that the video with the chad guy in the thumbnail? I got recommended that, didn't watch it
@@CyrusLagom yes it was, within like the first 2 minutes the guy used a trans derogatory slur and then just redesigned everyone to have the same body type and exposed skin
@@logandulken163 I figured it was gonna be something like that when I saw the pfp if the guy and the chad thumbnail.
Simple mind, simple taste~
@@nailinthefashion Not to mention he was using AI.
As someone who knows nothing about concept art (or art in general), I greatly appreciate the simple explanation. Your designs look rad and something I'd play (or even pay money for). Keep it up!
The fisher guy design with orange legs looks the best to me.
This video is actually educational for artists. I learned a lot I didn't know about color schemes.
There are more people redesigning Concord than it had players loooool, kek even.
Possibly LMAO as well!
You really didn't miss with these designs. I've watched other videos where people redesign the heroes, and no one hit it like you did. Their art was amazing like yours (especially love your style btw) but you kept the nature of the characters while still doing a big overhaul. I'm super jealous, amazing work.
6:10 Never seen an artist start out by drawing a skull before. Man you're talented. BTW, favorite design you made is actually Daw, least favorite Starchild.
I’m gonna be honest with you, my first thought was that she looked like an Eggman knockoff
The 3 redesign still doesn't make him look like healer, he looks even more like a tank
I'm also a lover of character design in videogames, even if I don't play em
omg the first redesign is so good!!!
I loved all three designs and would absolutely play these characters in a multiplayer shooter/melee game! You walking us through your thoughts as you worked and including information about design principals had my attention completely absorbed. Of the three, Bazz was my favorite final design, but I was blown away with how drastically your rendition of Daw improved over the original. You made him look so much more friendly and interesting. Anyway, thank you so much for all your hard work making this video and I'm looking forward to seeing more of your work.
U r really talented 👏 would love to see you trying to redesing some more of the characters ❤
This is such an educational video, I didn't expect learning so much when I clicked on it! amazing job! this channel deserves to grow like the erdtree
for the last one i think the only bad thing about it are the legs. i think design of the legs are ugly and the orange just doesn't look good. the orange also clashes with his skin color. the designs are wayyyyyy better than the originals (bar was in hell) good job. i will be subbing.
@@gundarium4237 yeah, I'm not used to drawing mech stuff so I just looked up robot legs and copied some things I saw haha. Perhaps if the orange was a different tint or shade (or just wasn't used as much), it might've done better. I do like the orange Band-Aids though, that's my favorite part haha.
Glad you enjoyed, and thank you for subbing 🙂
I suggest patterns on the frog legs, like a spotted frog.
Yooooo! This is so amazing!! Most of the redesigns i‘ve seen didnt blow me away tbh because I felt like they were shaving off the essence of the characters completely, just for the sake of „better design“. You really found that perfect spot of redesign while still keeping the original intent!! And I totally feel like I want to learn more about those characters now :) Thank you so much, you rock!
Only thing is it's missing the Mobius art style aspect to it, and it leans a bit more fantasy than space sci-fi, particularly the 3rd design
What's great about Daw's redesign is that, on top of being a bit heavy, he looks strong. That and the double prosthetics means he's probably better ESG bait than the original
I'm so glad I found your redesign video since it's one of the few out there that empathizes with the artists who had to work in a studio environment and actually pays attention to what they were trying to do vs. ignoring everything and saying "There, I fixed it." Your artwork itself is also fantastic, and you gave a really easy to understand crash course on how color theory works. I hope we get to see more of your OCs in the future, and the fact you're more of a fighting game lover is a plus for me.
Yoooooooooooooo
8:09 without the bandana that gives me some Ms. Bellum from PowerPuff Girls kinda vibes and i love it.
How have not seen one comment about Daw looking exactly like Ned from the spiderman movies??
To be fair the the OG artists, I don't think these are designs they wanted to make, rather designs they were ordered to make.
All of these designs and your explanations as to why you went the direction you did gave me more interest in the game than what was actually ever presented by the studio who made it. Excellent work.
every day i mourn the loss of Bleeding Edge and its kickass character design... they put Concord TO SHAME
but your redesigns do too!! awesome job :)
What I have learned watching your video, and what others have put out regarding the character design of Concord, is that whoever created the characters did not follow the basic rules of color and design. Part of me thinks that they didn't respect centuries of design wisdom and thought they knew better.
You are waaay too hard on yourself, all three of these are absolutely amazing, Starchild is my favorite of the three, his design seems really well balanced to me and the literal hammer was absolutely genius
This is probably the best video. No offense, but all the other character design videos were them just making the female characters have the least amount of clothing possible.
Which is fine sometimes. I personally dont care. But they weren't redesigning concord in a believable way. It was more like they were designing an 18+ game.
But your designs are amazing and feel like an actual improvement on the existing game.
Amazing video! Love the sense of humor and the character designs. I love the Demon take on Starchild. The adjusted design and color scheme reminds me so much of the classic Red and Blue Oni combined into one character. Great work!
The design without the bandana is iconic.
I love characters who are exude effortless coolness and mystery and that’s her without a bandana. How did you do this but a million dollar company couldn’t?
Also this is a game, why not make it a fun twist that everything is a gun? You could have someone who’s well versed in weapons design make any random item look like a weapon/ transform into one. Or he’ll just have player shoot out of a guitar that’d be silly but unique.
Great vidoe! Love how objective you were in discussing the designs, colouds, skins and body types, and pushing those out more to shind in your designs.
You have wonderful shape language in your anatomy, balancing your knowledge of human anatomy and fun stylization
And you're a wiz with colours
Great video!
You made them look like they have a soul and personality omg 😭 a lot of people “redesigned”them and made a sexy anti woke version… which is icky… so this is very refreshing and I’m surprised tbh. I hope you do more! So cute!
Well said, great vid. Youve got a great sense of humor, def subbing
Dang I really learned a lot from this video. My jaw slightly dropped on some parts.
This is so cool! I love character design, and I think you gave these characters a lot more life. I never knew about the 60 30 10 rule! That’s sure to be helpful in the future
love your art style! hope to see more character design content! could be about your OC's!
i LOVE that last design, its so much more interesting than the original and you kept his chunkiness ! ive seen so many redesigns where the first thing they do is make him smaller and it sucks
Finaly a good redesign, not a slut version of characters.
Video is a informing and intersting
Ty for y work
Exactly ! Every redesign I saw just sexualized the character for no reason, saying "give the players whta they wants 😉" ... 💀
This channel's and Astrid's redesigns are two that I enjoyed the most. They're so talented
Nah. Most all of the redesigns have been good.
@@Saint.Cosmoslmfao ok buddy
@@optimumplatinum2640 lol you're logged into your alt account.
I'm so glad I am getting more small time artists recommended like you. This was funny af. Instant sub
This characters are definitely fit for a shooting game.
Reinhardt from Overwatch is proof enough of that.
Lovely design remake.
God im so happy this didn't go the same way as other concord redesigns did where the philosophy was just "make the character conventionally attractive"
I loke the frog prosthetics
Wow, that's a surprisingly educational video! Thanks, I've learned some cool stuff about colour design. :)
1:37 - DeVeers - generic space miner npc #195
1:40 - Roka - Doomguy at home
1:43 - Emari - Knockoff toy soldier
1-Off - Baymax at home (in personality, he otherwise looks like a trash can on legs), At least he is visibly a tank.
Bazz - So close to being great, but I still do not know what she does by looking at her.
Daw - The guy with ski gear does not have any ice related abilities or weaponry and is the healer. How does this make sense? Make his gear white and red, make him look like a medic who specialises in cold environments. Also freeze related abilities and/or weaponry. Let design and gameplay communicate with each other. Daw being visibly bigger can be compensated by bigger health pool and weaker offensive.
Duchess - Eccentric rich grandma with a gun.
Haymar - Just some girl
It-Z - Just some energetic girl, but alien looking.
Jabali - Black man with sunglasses. The only thing that hints he is a healer is the medical green.
Kyps - What the hell? This does not look that bad! Her role is clearly communicated through her design.
Lark - Also one of the better looking designs, he looks cool. But what does he do?
Lennox - Just some guy, but with lizard scales. What does he do again?
Star Child - Big buff guy. Wacky color combination, but also one of the better designs as he is clearly a tanky character.
Teo - Just some guy who came out of game of laser tag and lost one of his shoulder pauldrons.
Vale - Not gonna lie, they were cooking with those googles, but did they have to dress her up in this boring beige coat?
Also one issue that at least I am having is that a lot of the human characters are hitting the uncanny valley really badly. There is just something unnerving about them. Lark and Kyps are probably my favourites because they do not hit the uncanny valley.
Something very clearly went wrong here. The 3D environments looks great. Not considering the design, the 3D meshes of the characters are well done. The FPS mechanics does not look bad. Those who programmed, modelled and animated all of this are not amateurs. Something went wrong in pre-production and during production.
Love your art and ideas, the Bass design in particular goes SO HARD!!!
honestly, moving the goofy diver goggles away from his face is already a huge upgrade
I’ve never been more impressed by a re-design. Well done 👍🏾
Well done!! Love the art, lovely video ❤
@@slemhosta0 Glad you enjoyed!
thsi is so wonderful the in-depth explanation on your decision making was great to listen through!!!
Finally some good character redesigns that don't look like a porn addict made them.
Honestly, I think most modern characters are going for "Rule-34-Ready". And the AI bots are all too ready to oblige.