You're one of the first redesigners to notice Roka has the mechanical arm on her back to hold up the weapon. The character design is so boring even people studying it miss key details.
I even noticed that the flame jets from her flight systems just come out of the air, she literally has no flight gear outside of her space cadet helmet. Working with that design was disturbing, It's like they just drew the undersuit and forgot to put her actual gear over it.
It's honestly impressive how bad the character design is. TF2 character designs are, here's a dude, he's in a team colored shirt, and brown pants, and then we'll give them one or two common accessories associated with the profession. What do scouts do? Deliver correspondence, give him a mailbag. What do medics do? They handle chemicals and biohazards, give him a lab coat. Heavy weapons guy has a large minigun, have him wear a bandolier. TF2 characters are boring by design, don't experiment with colors at all, there's no robot arms or magical force field armor. Yet they still have leaps and bounds more thought and character design in them.
If TF2's design's were "boring", they wouldn't be as iconic as they are. What makes the TF2 mercs masterclass are two main things: simplicity and style. First, the TF2 guys aren't inundated with pointless accessories and details. Everything they wear tells you about their personality and role in the game. Second, the game uses its cartoony aesthetic to its maximum potential so that their body shapes and silhouettes can further inform you of their character and role. Let's take the examples you mentioned. Scout? He's the shortest on the team and built like a twig, but his design still emphasizes his legs to show that his role is to float like a butterfly and sting like a bee. Medic? His lab coat and rubber gloves aren't suited for combat, but that's to be expect as his role is to keep his team alive rather than actually fight. Heavy? MFer is trained to be a wall of meat to soak up bullets and dish it back out, so of course his upper body is built like a silverback, but his legs look like stumps. The cast of TF2 are able to maintain a constant aesthetic identity, even after the ability to add accessories to the characters became introduced, and tell you, your team, AND the opposing team everything they need to tell the characters apart and who they're up against. And to top it all off, the characters actually look like they're a blast to play as or against. Meanwhile, not only are the characters of Concord range from mediocre to "Jesus, what am I looking at?", but almost all the characters designs tell you little to absolutely nothing about their gameplay style or personality, not helped by how they all seem be either an insufferable quippy MCU-dip💩 or a hashtag lolMeSoKwerky tumblr reject.
The most bewildering thing about Concord is that they're very obviously trying to riff on the classic Raypunk / Raygun Gothic aesthetic. Metropolis, Flash Gordon, Zathura, the Jetsons, et cetera. Art deco and the world of tomorrow, gleaming chrome spaceships and laser guns and space pirate star babes and all that. But it feels like the design artists just gave up halfway through the concept. Raygun Gothic _loves_ its big round space helmets, its jetpacks, its chunky chrome robots and its bright colors and gratuitous lasers and moon boots. This should have been a slam dunk for them, but somehow they just, didn't think to go hard enough into it. Every one of the characters looks like leftovers from Outer Worlds, and as someone with a deep appreciation for the artistic aesthetics of the early 1900's, it's disappointing on a kinda personal level.
As much as the character designs feel uninspiring, they are detailed and have a strong link to each freegunner's backstory. For example, Roka was a miner so it wouldn't really make sense for her to wear a full mecha suit, unlike Pharah who was a soldier. Your redesign of Kyps looks more like a ninja...in shirt and tie...like why? Spy =/= ninja. As for It-z, she was a street kid and has a chaotic personality, do you really think she would have the patience to put on a body suit?
Good point, the problem with that is; Concord was supposed to be a "hero shooter", and the character designs need to be larger-than-life for that style of game to get traction in a crowded space. These characters just have no gimmicks or distinguishing qualities to lean on visually, so I had to do 2 jobs... Re-work the character with regard to their combat role, and give them something iconic to work with. Whatever I came up with wasn't always going to land properly since the base designs are so weak to begin with.
Why not make a video to see the different Concepts of the characters in this game? ARTSTATION Instead of insulting the work of the developers Like you knew what was happening in Firewalk for 8 years
If you actually listen to my criticism, it's not all negative. They actually got a couple of things right with their designs, it's just that the flaws far outweigh their assets.
@@MerriwetherDesigns Listen man, for as much as Concord's designs were not the greatest I mean clearly you lack some fundamental knowledge of drawing and design, so while your take is good, It's hard to say they look better, that's just my 2 cents.
@@MerriwetherDesigns Ey man, taking criticism is part of being an artist, I am a professional artist in the games industry and tbh the best attitude to have is to always get involved with feedback and take learning steps to improve your craft, just my opinion, just saying OK to people that present feedback to you is not the greatest attitude, anyways.
You're one of the first redesigners to notice Roka has the mechanical arm on her back to hold up the weapon. The character design is so boring even people studying it miss key details.
I even noticed that the flame jets from her flight systems just come out of the air, she literally has no flight gear outside of her space cadet helmet. Working with that design was disturbing, It's like they just drew the undersuit and forgot to put her actual gear over it.
It's honestly impressive how bad the character design is. TF2 character designs are, here's a dude, he's in a team colored shirt, and brown pants, and then we'll give them one or two common accessories associated with the profession. What do scouts do? Deliver correspondence, give him a mailbag. What do medics do? They handle chemicals and biohazards, give him a lab coat. Heavy weapons guy has a large minigun, have him wear a bandolier.
TF2 characters are boring by design, don't experiment with colors at all, there's no robot arms or magical force field armor. Yet they still have leaps and bounds more thought and character design in them.
If TF2's design's were "boring", they wouldn't be as iconic as they are. What makes the TF2 mercs masterclass are two main things: simplicity and style.
First, the TF2 guys aren't inundated with pointless accessories and details. Everything they wear tells you about their personality and role in the game. Second, the game uses its cartoony aesthetic to its maximum potential so that their body shapes and silhouettes can further inform you of their character and role.
Let's take the examples you mentioned. Scout? He's the shortest on the team and built like a twig, but his design still emphasizes his legs to show that his role is to float like a butterfly and sting like a bee. Medic? His lab coat and rubber gloves aren't suited for combat, but that's to be expect as his role is to keep his team alive rather than actually fight. Heavy? MFer is trained to be a wall of meat to soak up bullets and dish it back out, so of course his upper body is built like a silverback, but his legs look like stumps.
The cast of TF2 are able to maintain a constant aesthetic identity, even after the ability to add accessories to the characters became introduced, and tell you, your team, AND the opposing team everything they need to tell the characters apart and who they're up against. And to top it all off, the characters actually look like they're a blast to play as or against.
Meanwhile, not only are the characters of Concord range from mediocre to "Jesus, what am I looking at?", but almost all the characters designs tell you little to absolutely nothing about their gameplay style or personality, not helped by how they all seem be either an insufferable quippy MCU-dip💩 or a hashtag lolMeSoKwerky tumblr reject.
The most bewildering thing about Concord is that they're very obviously trying to riff on the classic Raypunk / Raygun Gothic aesthetic. Metropolis, Flash Gordon, Zathura, the Jetsons, et cetera. Art deco and the world of tomorrow, gleaming chrome spaceships and laser guns and space pirate star babes and all that.
But it feels like the design artists just gave up halfway through the concept. Raygun Gothic _loves_ its big round space helmets, its jetpacks, its chunky chrome robots and its bright colors and gratuitous lasers and moon boots. This should have been a slam dunk for them, but somehow they just, didn't think to go hard enough into it. Every one of the characters looks like leftovers from Outer Worlds, and as someone with a deep appreciation for the artistic aesthetics of the early 1900's, it's disappointing on a kinda personal level.
now i expect the devs to steal ur designs when they launch the FTP version of the game and call it ,,original ,, when they swap some colors around 😂
I have my lawyers on speed dial, i fuggin dare them to even try...
As much as the character designs feel uninspiring, they are detailed and have a strong link to each freegunner's backstory. For example, Roka was a miner so it wouldn't really make sense for her to wear a full mecha suit, unlike Pharah who was a soldier. Your redesign of Kyps looks more like a ninja...in shirt and tie...like why? Spy =/= ninja. As for It-z, she was a street kid and has a chaotic personality, do you really think she would have the patience to put on a body suit?
Good point, the problem with that is; Concord was supposed to be a "hero shooter", and the character designs need to be larger-than-life for that style of game to get traction in a crowded space. These characters just have no gimmicks or distinguishing qualities to lean on visually, so I had to do 2 jobs... Re-work the character with regard to their combat role, and give them something iconic to work with. Whatever I came up with wasn't always going to land properly since the base designs are so weak to begin with.
Are you one of the developers?
@@mrscruffles801 no
Why not make a video to see the different Concepts of the characters in this game?
ARTSTATION
Instead of insulting the work of the developers
Like you knew what was happening in Firewalk for 8 years
If you actually listen to my criticism, it's not all negative. They actually got a couple of things right with their designs, it's just that the flaws far outweigh their assets.
Your redesigns are also bad.
OK.
Bro you cannot draw this bad and say this is a Case Study on professional character design 😂
OK.
@@MerriwetherDesigns Listen man, for as much as Concord's designs were not the greatest I mean clearly you lack some fundamental knowledge of drawing and design, so while your take is good, It's hard to say they look better, that's just my 2 cents.
@@gonzaloapestegui9421 OK.
@@MerriwetherDesigns Ey man, taking criticism is part of being an artist, I am a professional artist in the games industry and tbh the best attitude to have is to always get involved with feedback and take learning steps to improve your craft, just my opinion, just saying OK to people that present feedback to you is not the greatest attitude, anyways.
@@gonzaloapestegui9421 K