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Creature design

Anatomy, silhouette and behaviour: an animal you understand without anyone explaining it.

We design creatures the viewer understands without anyone explaining them: how they move, what they feed on and what they fear.

A creature convinces when the anatomy carries the behaviour. So the work starts with weight and where the mass sits, and it is checked in the silhouette: if it is not recognisable in black on white, it is not finished yet.

What we deliver

Silhouette exploration
Runs in black on white, to settle the read before the detail.
Anatomy and weight
Where the mass sits, how it bears down, and what the animal can and cannot do.
Creature sheet
Orthographic views, scale against a human figure, and detail of skin, fur or chitin.
Variants and castes
The whole family, when the creature is not one but a group.
Staging
The creature in its environment and under the light it will appear in.

Where it fits

It comes in at the IP development stage, when the creature is part of a world still being invented, and in production too, when there is a script and one sequence needs one specific animal.

We design for whoever comes next. A creature that cannot be rigged or animated is not finished: the sheets carry what modelling and animation need, not only the illustration.

Part of this work is the studio's own library. It shows design judgment without depending on what a confidentiality agreement allows us to show, and it gives us something to discuss a direction with from the first meeting.

17 pieces · Click any image to see it at full quality

Shall we talk?

Tell us the project and the stage it is at.

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