Tuesday, October 29, 2013

Alien Design (part 1)


The aliens we designed for playable characters in Solar Echoes are quite different from each other. From the outset, the aliens were conceived based on what creatures we thought might survive harsh environments on earth and displayed unusual resourcefulness and adaptability as a species. Insects were one of the first to come to mind, and reptiles weren't far behind, which both became our bug-like Chiraktis and lizard-like Krissethi races. We thought about the vast oceans on earth and immediately the octopus stood out, a clever organism that scientists have studied because of its impressive intelligence. This led to the Archaeloid, a crustacean/mollusk combination I designed similar to a nautilus and a lobster. The huge variety of plant-life on earth inspired the Erwani, a race of sentient, mobile plants—how many other sci-fi games out there have plant aliens? Very few. Then we looked to the microscopic level, and my personal fascination with the amoeba (and an unfinished sci-fi story I'd written years ago about alien amoebas) immediately brought the Omul to life. Humans, of course, had to be in the game—a character race that everyone could identify with and was something that served as a baseline standard for us to develop from. Finally, the mysterious humanoid Reln was developed because we wanted something players could relate to, but still have a unique “alien” feel without getting too bizarre.

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