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Wednesday, November 3, 2010
 

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The Creation Of Dragon Age Characters And Monsters
6:00 AM | Cord Kruse | Comment on this story

Pixologic recently posted an interview with the art team who designed the characters and creatures in Bioware's Dragon Age: Origins. Developed for Mac by TransGaming, the game challenges players to take on the role of a Grey Warden and defend the land of Fereldin from the monstrous Darkspawn.

From the start, Dragon Age had lofty goals of putting an exceptionally high number of characters on the screen and breaking new visual ground. Could you talk about these and other goals for the game?

Shane Hawco Lead Character Artist
Originally we wanted to get upwards of about a hundred of characters into the game at one time but that was before we decided to move into the next generation technology with higher polygon counts and more complex shaders. This really increased the visual fidelity of the game, giving us the look we wanted but with a project of such an epic scope we needed to find a balance between the graphics and the gameplay. So in the end we opted for 24 characters plus your 4 party members on screen at one time.

What was the most challenging asset to create in the Dragon Age universe, and why? Did you use any special techniques to overcome that challenge?

Shane Hawco Lead Character Artist
Easily the most challenging thing to make for Dragon Age was not just the creation of a single asset but all the hard work that went into delivering the head morph system that almost every character you meet in Dragon Age Origins is made from. It was comprised of a system of morph targets along with a complex shader that allowed the designers to make a custom appearance for the large variety of characters. Over 1,500 heads were made using this system just for Dragon Age Origins.

For more information click on the link below.

Pixologic: Dragon Age Origins Art
BioWare
TransGaming
Dragon Age: Origins


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Archives  News  The Creation Of Dragon Age Characters And Monsters