Task Force: Character Modeling Behind the Scenes!


Hey everyone, it's the Baba back again!

Leading up towards the next Alpha, I thought it would be interesting to go over some of the design decisions that were made during the development of Task Force; and what better subject to start with than the design process of the aliens!

Obviously, the alien-pickle things in the Alpha are just placeholder assets. I have been working on a more detailed, rigged and animated model to more properly represent the enemies of this game. Below is some of the concept art I had originally made:



My initial thought was to go for a more organic alien, taking inspiration from creatures like the Xenomorph. However, as seen in the above images, this eventually evolved into a more dinosaur-like creature, with features like horns and beaks.

Now, once I started actually making this in Blender, I realized just how difficult this would be (I just learned Blender for the purposes of creating game assets, and am still fairly new). So, as you will see in the image below, I first starting "chunking" out a base design based off of the Xenomorph. This then evolved as I got rid of the tail, and made the head smaller. However, as this point, I realized something. Making something organic would be far more complex than if I were to create something more, mechanical, in likeness to the soldier I created.

With this new direction, I mechanized my previous design and after a few tweaks, I finally had a design I felt I could use.

Here is a picture of my iterations, and my final model:


Well, I'll probably be perfecting the details on this guy, then getting him rigged, animated, and into the next Alpha. Hope to see you there!

It's still a me,

Baba T

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