Highguard - Summit - Golem Army

For our frigid snowscape map, Summit, I had the opportunity to flesh out the Golem army that dots the landscape around the main point of interest - the Queen's Crypt. A silent army of watchful sentinels, bound to serve a dead queen.

Generally for character assets like this, we get the character team to handle it, but as production was in full swing and the character team was at full capacity, I was able to take on this task myself. I had a blast working with Gabe Yeganyan and Cristina Laviña Ferez on bringing this to life. We wanted these to feel like giant, empty suits of armor, almost machine-like.

I took this from initial art block-in to final art, sculpting the major forms in Zbrush, and then using painter splines to get the more intricate details on the armor itself. Because of how big these things are relative to character scale, we're leveraging our layered material and detail textures to make sure things read well close-up and at a distance.

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Art Director / Lighting:
https://www.artstation.com/rtaube
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Environment Lead:
https://www.artstation.com/jzartist
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Environment Art:
https://www.artstation.com/jobyek
https://www.artstation.com/paultran
https://www.artstation.com/jakevirginia
https://www.artstation.com/artkristen
https://www.artstation.com/shong1123
https://www.artstation.com/dbentley3d
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Concept Artists:
https://www.artstation.com/gabe-11
https://www.artstation.com/lavinart
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Level Designers:
Alex Graner
Rodney Reece
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FX Artist:
https://www.artstation.com/mreberg
https://www.artstation.com/ryanbartonvfx
Christopher Shepherd

The golems are some of our biggest setpieces in the game, they're a core feature of what makes this map unique.

The golems are some of our biggest setpieces in the game, they're a core feature of what makes this map unique.

Due to the scale, I had to leverage our layered material system to get good close-up and far away detail.

Due to the scale, I had to leverage our layered material system to get good close-up and far away detail.

Ortho view - the character went through a few design iterations. We really wanted to sell the angular shapes to reflect their nature as soldiers in an army. There was no concept for the spear, so I whipped something up for that myself.

Ortho view - the character went through a few design iterations. We really wanted to sell the angular shapes to reflect their nature as soldiers in an army. There was no concept for the spear, so I whipped something up for that myself.

Close-up Detail - Alot of the intricate detail was handled using splines in Painter, with the overall macro shapes being handled in Zbrush.

Close-up Detail - Alot of the intricate detail was handled using splines in Painter, with the overall macro shapes being handled in Zbrush.