Beyond The Fundamental- Development

I did some initial sketches to experiment with a redesign, taking into account all of the characteristics I researched. I leaned towards a bat-like head to emphasise the hypersensitive hearing, and as a result, depleted eyesight. Whilst many bats have good eyesight and hearing, some bats rely more on hearing than any other senses, and so I wanted to exaggerate this by removing Grendel's eyesight.




I also explored the idea of presenting Grendel's environment and dwelling conditions on his body, e.g. by showing fungal and crystal growth. After this I experimented with the idea of creating an 'opposite' Grendel. I tried designing an otherworldly, beautiful being and whilst they are still inhuman, they are far less menacing and grotesque. It was interesting to explore this ultimate contrast, But I decided that it strayed too far from my original subject matter, and what Grendel represented as an antagonist.




I continued to research, looking at two character concept artists: Anthony Jones, and Fran Garces. Both artists took on very different styles of designing grotesque and unusual creatures. Jones uses a more fleshy and distorted style with very unusual proportions and features, whereas Garces uses more human proportions and harder textures. From this I decided that I definitely wanted to freshly redesign Grendel according to my interpretation. After researching Weta Workshop's SFX character busts, I realised that I wanted to produce a showroom bust of my Grendel redesign, as I could more vividly present all of his key features and the impact of the environment and dwelling on his appearance. Therefore, I continued to research features like fungal growth and distorted proportions by looking at the concept art of 'The Last of Us', and 'Destiny', and began to finalise my design ideas.










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