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Spellborn NV / Frogster Asia Co.
MMORPG | Genre:Fantasy | Status:Cancelled  (est.rel 04/23/09)  | Pub:Acclaim
PVP:Yes | Distribution:Download | Retail Price:Free | Pay Type:Free | Monthly Fee:Free
Desktop Client | System Req: PC 

The Chronicles of Spellborn: Part Three: Art

Recently, Managing Editor Jon Wood visited the offices of The Chronicles of Spellborn in The Netherlands. Today, we present an article about the concept art and general artistic style of the upcoming MMORPG and an interview with Concept Artist Romano Molenaar.

"Beauty is more than skin deep."

It's a cliché we've all heard once or twice in our lifetimes but when it comes to video games, for some people, the way it looks can make the difference between buying and enjoying a game, and leaving it on the shelf.

While visiting the studio for The Chronicles of Spellborn, I had the opportunity to sit down and talk to Romano Molenaar, one of the game's Concept Artists, about the overall style of the game, as well as the process that gets that look from concept to the screen.

When production began on The Chronicles of Spellborn, the thought was that they would try to create a photo-realistic world for their players to enjoy. This means that everything was supposed to look "real", from the characters, to the trees, to the architecture. Somewhere along the lines though, a decision was made that the look of the game didn't match the feel that the developers wanted their world to capture, and a new look was born, dubbed by the team to be the "Spellborn Style".

"The Spellborn Style is the feel of the game, it has to feel like one world," Molenaar said, highlighting the importance of an appropriate and uniform style. It gives the game what he describes as a look that is "slightly curved and visually appealing... The buildings [for example], aren't just cubes. It's more dynamic."

In truth, the newer Spellborn Style is indeed more visually appealing than its previous incarnation, lending itself far better to a game that is set on various shards of a destroyed world, being held together by a magical storm. While that may be an interesting and innovative fantasy setting, it's fairly easy to see how a photo-realistic style might not serve to capture the appropriate mood. Instead, they needed to capture the feel of what Molenaar described as an "unconventional game world".

Molenaar went on to tell me that the art team works very hard to make sure that each and every art asset that is produced, matches the Spellborn Style. Concept, models, textures, animations, each department and developer plays their own role.

For those who may not know, The Chronicles of Spellborn was designed around a story based on a pen-and paper campaign that was eventually adapted into an MMORPG. With that in mind, I asked Molenaar about the process of taking a world that exists solely in the imagination of one person (who was not the artist), and translating it into a piece of concept art.

"The [game's] creator knew what he had in mind, but he didn't know how to put it into visuals," he said.

It is the job of the concept artist to be able to take the game world from an idea through to an image. You start with information from the game's creator, and you "start sketching to see how you envision the world."

Often, the artist ends up doing multiple drafts of the same concept until the look is just right.

"Concept Art is an impression, not a blueprint," he said when asked about how much of his concept work ends up on the screen. "Everyone's contribution put together creates the Spellborn Style."

From there, the concept image gets passed along to the modelers, given textures and eventually animated and placed in the game.

There are approximately ten people working in the art department at Spellborn, and they always have to be communicating. After all, "everyone on the team has to be on the same page to make sure it stays in the Spellborn Style".

Finally, I asked Romano what the biggest difference is between working on a comic book, as was his background, and working on an MMORPG. He told me that the biggest difference is in the way that people are going to be looking at the final product. In the case of a comic book, readers are only treated to small snapshots of the action and the world of the story. Because of this, artists are sometimes able to cheat the eyes of the reader. MMORPGs, on the other hand, present a different challenge.

"You have to remember," he told me, "that people are going to be walking through your world." It is, after all, a 3D space. Where comic books are passive, MMORPGs are interactive. The audience sees far more of the world, and that world needs to look good.

In the end, it was great to have the chance to talk to some of the developers behind the art, look and style of The Chronicles of Spellborn. That wasn't all though. Romano was kind enough to display some of his talents for me by drawing a caricature of yours truly as a character from Spellborn. I thought I'd share it with all of you. It's good for a laugh.

More The Chronicles of Spellborn Features:

The Chronicles of Spellborn - A Look at TCoS General Article added on Wednesday May 13

More Progress Reports:

Runes of Magic - Chapter Three Update Progress Report added on Wednesday May 26
Vanguard: Saga of Heroes - Returning to Vanguard Progress Report added on Monday May 03
CrimeCraft - Game and Business Model Changes Progress Report added on Friday October 16

More Features:

Guild Wars 2 - Micro-Awesomeness Column added on Tuesday February 14
The Free Zone - Is F2P Ruining Korea’s Youth? Column added on Tuesday February 14
 
 
Micajah writes:
That's a lovely portrait, Jon. :)
New Post Quote
5/24/07 2:25:55 PM
 
-Inferno- writes:
I wonder if the actual ingame model looks like that. The huge head looks a bit weird ;)
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5/24/07 3:36:08 PM
 
heimdallr writes:
Great report from your studio visit, a lot of interesting news on TCoS.

" I wonder if the actual ingame model looks like that. The huge head looks a bit weird ;) "

Yeah, but that's a caricature, so I don't think there will be a lot of huge-headed folks in-game .
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5/24/07 5:04:25 PM
 
Sylvene writes:
Woohoo!  Love the caricature!

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5/24/07 8:01:26 PM
 
Saerain writes:

Spellborn has long caught my eye, certainly. It ranks third in visual appeal for me behind Vanguard and Climax's would-be Warhammer Online.

Originally posted by -Inferno-
I wonder if the actual ingame model looks like that. The huge head looks a bit weird ;)

Hehe. That's not concept art, but a caricature of Romano.
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5/24/07 11:43:58 PM
 
Size-Twelve writes:

I'm a big fan of TCoS, and like that they are getting some attention here at MMORPG, but is it possible to get a little more meat and potatoes out of these write-ups?

I was hoping for some insider info, considering the writer took a trip out to The Hague. I mean, we got a picture of how the team works together...cool, sound is going good...ok, art department is on track....nifty, but how is the actual game? Is the combat fluid and fast paced? Is it a contender with AoC? Any solid info on the mines area, or PvP system? Any in game maps? Any word on a US publisher? Any shots of some high-end armor? Sigils?

The current articles just seem a little fluffy to me.

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5/24/07 11:51:28 PM
 
Stradden writes:
Relax, we're getting the the meatier parts. The first two articles were meant to serve as an introduction. In the future, we'll be toughing on combat, PvP, abilities and more!.

No Worries.
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5/25/07 9:54:05 AM
 
Samuraisword writes:
Spellborn definitely has it's own unique graphic style. I tooks pretty cool. The character models might seem a little odd, but that's because they are different.  They just take a little getting used to. I think most people will be happy with the graphics.
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5/25/07 10:06:52 AM
 
Pantura writes:

Just love the art style. More european than really any mmo before. Great color palette and shapes. And looking at the shots, the lightning is great too.

 

 

New Post Quote
5/25/07 3:08:21 PM
 
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