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# Fantastical Cyberpunk
We choose the theme Machine and project 4 Fantasy Evolved for our project to encourage the audience who plays games to think about how the world and technology can evolve but that doesn't necessarily mean anthropocentric ever changes.
Our idea is to combine fantasy with cyberpunk by bringing traditional fantasy characters into the cyberpunk world to show that even though the world will look different there is will still be poverty and classism in society.
To portray the elements of fantasy and cyberpunk genres together we are going to build asset designs for a fantasy biker gang in a cyberpunk dystopian atmosphere. We think this is a unique and intersting perspective on two genres that isnt too widely explored.
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## Research
### <mark><ins>***Cyberpunk 2077*** - Enviroment and Character Design
We decided that we wanted to make some game assets for a game that can show how characters face prejudice even in a more modern world. We took inspiration from a range of video games and pictures of real life objects that could be implemented in the game.
First we started off as a group by making a shared milanote board where we could implement photos of game and other inspiration ideas we have for the game as well as writing a mini list of games and media to look into.

> Group Milanote Board
We chose on Cyberpunk as our main theme for the enviroment design and to base the game on as Cyberpunk is a genre set in a futuristic lawless society dominated by technology typically known to have “high tech low life” and follow a Japanese stylisation. The environment is neon, vibrant and bright, buildings have huge amounts of tech available which is also inbuilt into the structure. People in this city would wear futuristic clothes with inbuilt tech and could have tech implanted in them or tech to replace body parts. This is a representation of a future if large companies overtook society and there is a huge divide between rich and poor.

> Ethan - Mood board for cyberpunk weapon

> Ethan - Mood board for Biker Gang HQ
### <mark><ins>***Maelstrom gang*** - Moosa's character research
In the Cyberpunk 2077 universe, the Maelstrom gang is one of multiple factions. They are identified by their cybernetic enhancements and a unique, chaotic look. Here are some of the Maelstrom gang's significant traits, as well as how we may apply their design approaches into our own:
**Cybernetic Enhancements:** Members of the Maelstrom gang usually have extensive cybernetic changes, ranging from facial implants to robotic limbs. Consider combining futuristic and robotic characteristics into garments or accessories. We need to consider how technology may be intertwined with the human body for our fantasy characters.
**Neon and Bioluminescent Accents:** The visual identity of the Maelstrom gang is defined by neon and bioluminescent lights. To acquire this futuristic and edgy look, apply vibrant, sparkling hues to our designs. We might explore adding LED lights or glowing materials to garments or accessories.
**Punk-inspired Fashion:** The Maelstrom gang's appearance is punk with a cyberpunk twist. Gang members usually wear leather, spikes, and unique hairstyles. Punk elements can be integrated into our designs by experimenting with uncommon materials, aggressive patterns, and asymmetrical cutting.
**Facial Tattoos and Piercings:** Many members of the Maelstrom have elaborate face tattoos and piercings. We may add facial jewellery or temporary tattoos into your designs to emulate the gang's rebellious and expressive appearance.
**Dystopian Grunge:** The Maelstrom gang's general ambience is gloomy. With our designs, we may use damaged fabrics, rugged textures, and weathered finishes to generate a sensation of a harsh and worn-down future in your ideas.

> Moosa- images and aesthetic research
### <mark><ins>***Shadowrun*** - Idea inspiration
When researching we couldnt find many examples of games and media that have incoperated the genre of cyberpunk and fantasy however there was one game we found. Shadowrun is a tabletop role-playing game (RPG) that combines parts of cyberpunk and fantasy genres. Since its first publication by FASA Corporation in 1989, the work has seen multiple editions and adaptations into various media, including video games and novels.
What makes Shadowrun unique is the way it combines cyberpunk and fantasy, two genres that on their own seem to be very different from one another. It employs these components in the following ways to provide a unique gaming experience:
**Setting:** Urban Fantasy with Cyberpunk Elements: The game is set in a dystopian near-future, commonly the mid-21st century. As magic returns, elves, dwarves, orcs, and trolls appear. Advanced technology and cybernetics have integrated into society, creating a cyberpunk environment. A unique and complicated universe is created by magic and technology.
**Technology and Magic Integration:** Shadowrun blends hacking, cyberware, and AI with spellcasting, spirits, and awakened monsters. Players can use futuristic hacking and magical talents to explore several options.
**Character Diversity:** Players may construct characters from a range of archetypes, ranging from street samurai (cybernetically enhanced warriors) and deckers (hackers) to mages and shamans. This versatility allows for diverse playstyles and challenges, catering to both supernatural and technical parts of the game.
**Megacorporations and Urban Sprawl:** Similar to typical cyberpunk settings, Shadowrun has huge megacorporations that have tremendous influence over the planet. These firms exploit governments, control resources, and engage in clandestine business. Shadowrunners, freelancers recruited for clandestine operations, navigate large metropolitan settings full of intrigue and peril in the game.
**Narrative Depth:** Corporate greed, inequality, and the effects of unrestrained technical and magical growth are common themes in Shadowrun. The game's narrative digs into the moral ambiguity of the shadowrunning lifestyle and the difficulty of navigating a world where technology and magic coexist.
Overall, Shadowrun's unique combination of cyberpunk and fantasy themes lets players to explore a complex and immersive world filled with different individuals, futuristic technology, and mystical marvels. The confluence of these genres makes Shadowrun different from other RPGs and creates a captivating setting for plot and gameplay.


> Moosa - Shadowrun breakdown and images
### <mark><ins>***Fantasy***
Our project's integration of fantasy and cyberpunk derives from a commitment to offer a compelling and innovative narrative experience. We intend to provide a new and visually appealing environment that pushes typical genre bounds by merging the bright realms of fantasy with the gloomy, technologically complex landscapes of cyberpunk. This combination strategy enables us to investigate the crossroads of magic and contemporary technology, creating a rich weave of possibilities where traditional mysticism meets future cyber advances.

> Moosa - Image and explanation
Elin decided to look into fantasy characters and other artists depicition of them for reference to how they feel and look inside the room.

> Elin- moodboard of orcs

> Elin- mood board of Fantasy rooms
### <mark><ins>***Baldurs Gate 3***
Larian Studios' Baldur's Gate 3 is a widely praised role-playing video game. It is the third entry in the Baldur's Gate series, based on the Dungeons & Dragons world. The game has a deep storyline, strategic turn-based combat, and a sophisticated character creation system that enables players to design one-of-a-kind characters from a choice of races, classes, and backgrounds.
Baldur's Gate 3's various race possibilities, based on the enormous Dungeons & Dragons literature, provide players with a broad palette for character building. Each race has its collection of diverse qualities, skills, and cultural origins, ranging from basic races like humans, elves, and dwarves to more exotic options like tieflings, drow, and githyanki. Because of this adaptability, players may tailor their avatars to meet various roles and playstyles.
Character creation helps players leverage the unique features and lore associated with each race to construct distinctive and immersive identities. We may acquire inspiration for our characters from the usage of a broad array of races. The use of separate races also enables us to give roles and statuses to them. A High Elf, for example, would most likely be a corporate top executive whereas an Orc would most likely be a street-level thug or gang leader due to their aggression and strength

> Moosa- Explaination and MoodBoard
### <mark><ins>***Artificial Intelligece inspiration***




>Sam - Leonardo A.I experiments
I thought it would be interesting to see what an A.I came up with when given the combination of cyber-punk and fantasy creatures. These may prove to be useful down the line of our art development.
## Biker Gang mood board


>Sam - reference and mood board

> Elin- Mood board
### <mark><ins>***Other Fantasy Media***
We looked at other fantasy media where they portray fantasy characters in a human setting to see how that would alter the world that the characters live in.



### <mark><ins>***Motels*** - Elin's Enviroment Research
Based off of Ethan deciding it would be cool to have the gang hang out in a motel I thought it would be fitting to make a room the gang might stay in. So I researched the overall feel of mothel rooms and from there I went and searched up images of the kinds of objects that would be in a motel room and toilet.




> Elin - mood boards
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## Concept Art


> Ethan - First sketch ideas for Muhōmono Sniper

> Ethan - Outline development for the Muhōmono Sniper

> Ethan - Coloured development for the Muhōmono Sniper

> Ethan - Final 2D design for the Muhōmono Sniper
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## Block Outs

> Ethan - First Block out for Biker Gang HQ

> Elin- Inside one of the rooms of biker gang. Right side of room.

> Elin- Inside one of the rooms of biker gang. Left side of room.

> Elin- Inside one of the rooms of biker gang. Overview of room.
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## Character Designs - Moosa






> Moosa - Fantasy Cyberpunk Biker Gang Character Designs
With my character design pages, I wanted each design and character to be different and unique from one another, therefore I explored and researched various fantasy and dnd races and presented a different race to a different charcater design. I also investigated the characteristics of cyberpunk inside their design via the usage of cyberware. I got inspiration from the maelstrom gang via the utilisation of their edgy and rebellious punk aesthetic and their unclean and aggressive face cyberware.
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## Futuristic Motorbike concept




> Sam
Since one of the key aspects of our game involves a fantasy biker gang, I thought a futuristic chopper could be interesting if the wheels were able to rotate into a hover-bike, not unlike the Opresser motorbikes in Grand Theft Auto 5.
## Character Design - Sam

> Sam
I have strayed from realism in this character depiction as I am primarily going to use it for reference with the 3D model I plan to create. Therefore, I do not want complex shadows and lighting obscuring my proportions.
## 3D Character model - Sam
> Sam
Adapting from the concept art sketch of the female Tiefling Sam sketched, he worked continuously towards a 3D character to present as a final concept for our fantasy video game. Modelling the female from the very beginning meant anatomical research was needed to achieve a great base, which would then evolve into a fantasy character. Sam took great influence from Moosa’s character concept art and followed the same route of cyber – bikers. However, Sam wanted to include a female character to add a diverse atmosphere for the game art. The group thought that was a good idea.
> Sam








> Sam
The Motorcycle helmet is the most eye-catching aspect of the character and that is directly due to the game theme that we have.
## Intergrating 3D models
> Sam
After developing the female 3D character, entirely from scratch through ZBrush, Sam used Ethan’s highly detailed sniper to emphasise the character. It is a fantastic way to show our collaborative skills to pair two assets together, making a strong visual for the player. The positioning of the character showed to be the most challenging aspect for Sam when combining Ethan’s work with his own. The sniper imported with a basic shade, so we agreed to adapt the colourway to match the assets to the thematic of cyber-fantasy.










> Sam
Elin’s use of purple in the motel room inspired me to take the theme of Cyberpunk techno colours such as cyan and purple to the next level and begin basic texturing on his character design. Firstly, I coloured the different polygroups in ZBrush, before any further texturing would be done. Once coloured, the model was strong enough to show as a concept with Ethan's sniper rifle model.
## Prop Designs

> Ethan - First render of Muhōmono Sniper

> Ethan - Final Model of Muhōmono Sniper

> Ethan - Basic colours for Muhōmono Sniper
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## 3D Enviroments - Ethan and Elin





> Ethan - Semi final design for the biker gang HQ

> Elin- Inside the motel room





> Elin- The wires that would be added to the motel room.

> Elin- Another angle to show where the wires are.
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## 3D Enviroments + 2D Artwork
### Moosa's 2D version of Ethans 3D Enviroment
For this project, Ethan and I collaborated with the game assets we generated. Ethan constructed a 3d gang motel foundation for the motorcycle gang I was developing. I wanted to offer a photo of his 3d scene and add 2D artwork to aid in creating the cyberpunk effect.
At first, I explored with ai artwork and introduced the 3d atmosphere into the website to make a cyberpunk style with it. However, I wasn't pleased with utilising ai for the environment so I began photobashing and created it myself.


For this assignment I wanted to make an artpage that helps to show the gangs location and design on one page. I grabbed the concept from cyberpunk 2077, they have art pages that exhibits the gangs locations and artwork of the gangs. This helps the viewer to imagine their environment and tones. that is what I meant to show with the accompanying photograph.
### Elin's 2D version of her own enviroment
I was inspired by Moosa's work to make my own version of his 2D drawing but to fit into my own personal enviroment.I wanted to use these pictures so people can understand what the final version of my 3D enviroment would look like if added to a game with textures.I added as much dirt as possible because motels are dirty and not maintained well. The lack of cleanliness also seeps into the dark grungy asethetic of cyberpunk and the lack of hygenie that orcs are portrayed to have. I also drew in the wires to give a better perspective of what they would look like with the lights.


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## Character + Environment Art Page - Moosa

For this assignment I wanted to make an artpage that helps to show the gangs location and design on one page. I grabbed the concept from cyberpunk 2077, they have art pages that exhibits the gangs locations and artwork of the gangs. This helps the viewer to imagine their environment and tones. that is what I meant to show with the accompanying photograph.
## Character + Environment Art Page - Sam
> Sam
I have recycled Moosa's adaptation of Ethan's Maya environment to show my character in the same game scenery.

## The Combination of our artwork
> Sam
Sam has compiled a series of environment concept art, with the use of everybody’s individual work. Through photo bashing methodology, Sam has demonstrated how all of us have collaborated to showcase our artistic ideas for the video game we have envisioned.

> Sam
This is a collaboration of Ellin's motel room scene and Sam's female character. I think this gives an immersive feel with the dirty room and the perfect sniper window to handle 'business' in the imaginable missions.

> Sam
In this collague, I have used Moosa's horned character to compliment the horns of Sam's character. I believe these two work well in the fantasy aspect, both being of Tiefling origin. I like the way the smoke came out, imitating the contast of the character's thematic colours.
Reflecting on our work, we believe we have successfully presentes our artwork in collaborative fashin and have a clear exhibit of concept art and game assets that represent our video game project as a team.