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UPDATE: Added the complete idle animation!
During the EVO 2014 Skullgirls panel Lead Animator Mariel 'Kinucakes' Cartwright announced that she would begin animating Beowulf as soon as the team got back to the office. Making good on her promise, Kinucakes streamed the beginnings of Beowulf's idle animation earlier today.
During that panel at EVO plenty of concept art for Beowulf was also shown off to the attendees. While footage of the panel has yet to surface we took plenty of photos of the whole thing and you can check them out after the break for a very early idea of what Beowulf may eventually come to look like. As a bonus there's also a few Robo Fortune concepts down there.
[prebreak]Keep reading for Beowulf's first animation and an early look at some of his concept art[/prebreak]UPDATE: Here's the now complete idle animation:
The original, unfinished loop:
Some of you may be wondering why Beowulf is already beginning to be animated if Eliza is still not finished. This is simply due to all of Eliza's in-house animation being completed. Any remaining frames of animation that need to be added to Eliza are being completed by external contractors, leaving some of the internal Lab Zero team to begin work on the next character.
Here's all of the images from the EVO Panel. There's about 50 images in here and I've replaced any photos with actual clear uploaded images where I could.
Try to keep in mind that these are concepts and not everything you see here may make it into the game.
Standing Idle concepting
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Crouching concepting
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No wrestling character is complete without stomps.
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Listen to that Sweet Chin Music.
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Sweet Chin concepted from the opposite side. It's important to check out moves like these from multiple angles to see which looks more interesting.
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A lot of Beowulf's moves are being designed with two modes in mind - him holding the chair and him without it.
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The idea of this is that it could be either a drop kick OR a Running Bulldog grab.
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Beowulf downs a jug of Tuscan Milk and goes full meme.
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Sorry for the blur. This image was only up for a short time and my camera couldn't adjust very well to it.
The idea is that Beo is trapping the opponent in The Hurting, then picking them up, spinning them and slamming them down.
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This needs to happen.
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Presented without comment.
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There was a bit of talk about how Beowulf could interact with Hurting. In the above he can do a regular elbow drop, but if Hurting was deployed he could bounce on it for extra height and distance.
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One of my favorite things from the panel. Beowulf takes a hit, but in true wrestling style completely overplays how hard he was hit then counters into a grab.
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A concept for a chairless block.
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Another of my favorite parts. Beowulf possibly being able to recall the chair by tugging on a string the audience can't see.
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Because yes.
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Emlan continues to have some of the most entertaining ideas for these things.
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Alex spoke again about chair interaction, like how here a standard low kick could be raised to hit higher if done with the chair.
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Without chair it's a dive kick. With chair it adds a flaming projectile that sets the chair.
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More moves showcasing With and Without Chair properties.
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A dash grab that does a suplex and causes ground bounce.
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Everyone's favorite intro.
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Possible win pose.
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Hard to see this one, but Beo uses his wolf hood to grab the opponent at a distance then pulls them in and flips them over behind him.
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Ideas for Hurting usage where if an attack would launch the opponent or send them sliding and they hit the chair it keeps them in hitstun, allowing a followup.
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Hard to see the middle here. Beowulf stomps the ground which causes a knockdown on the opponent and flips the chair back to him.
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Early color palette map.
Beo's maps are really detailed and will allow a ton of variations. It's hard to see here but his face is palettized heavily to allow Ultimate Warrior style face paint, complete with Argyle pattern on his forehead. Beo's has a tight shirt on so it can be done to look like he's barechested. He also has the argyle pattern palettized on his chest. Even his arm hair is attached to his palette so they can be toggled on and off for costumes.
Robo Fortune was also given some of the concept art treatment too.
To start off with it was said she would almost certainly not get anything that would require a unique UI element like a special meter of some sort.
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Mike has said many times that he likes Robo Ky's self destruct mechanic.
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Mike has said many times that he likes Robo Ky's self destruct mechanic.
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