Concepts and Style Exploration - South of Midnight

These were the very first explorations to figure out how stylized we were aiming for.

These were the very first explorations to figure out how stylized we were aiming for.

The version on the left was a bit more on the realistic stylized range, so we pushed the facial features a bit more and toned down the level of realism, which I think was the right call and made the characters way more interesting.

The version on the left was a bit more on the realistic stylized range, so we pushed the facial features a bit more and toned down the level of realism, which I think was the right call and made the characters way more interesting.

Early explorations on some female faces. The bottom right one ended up being used to make our first female benchmark in 3D.

Early explorations on some female faces. The bottom right one ended up being used to make our first female benchmark in 3D.

Some more early explorations on some female faces.

Some more early explorations on some female faces.

Some face explorations on a character which I think would be called Delta.

Some face explorations on a character which I think would be called Delta.

Some head explorations on a early version of Rougarou.

Some head explorations on a early version of Rougarou.

Some versions of a creature which I'm not sure if it ever made into the game.

Some versions of a creature which I'm not sure if it ever made into the game.

Another version of the Wampus Cat.

Another version of the Wampus Cat.

A version of a character called Roux. Which I believe it made to the game with a different design.

A version of a character called Roux. Which I believe it made to the game with a different design.

Some silhouette explorations for the Haints. I particularly like the ones on the right side.

Some silhouette explorations for the Haints. I particularly like the ones on the right side.

Concepts and Style Exploration - South of Midnight

When I arrived at Compulsion a good chunk of the team, for what I remember, was still working on We Happy Few stuff. So I got to be involved in the project really early on. I was fortunate enough to be given the chance to do some of these explorations in 2D and learn along the way since up to that moment I had solely done 3D work in a professional project. One of the perks of landing on a project early on is the opportunity to help decide the direction of how things will look and how far we can push on the stylization. Here are some of the concepts and explorations I did throughout the project and I'm happy to have been part of Compulsion Games' journey with this title.
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AD by Whitney Clayton, concepts were done by me and Rodrigue Pralier was the Character Lead.
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