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[ If you haven't played The Upturned, beware of spoilers! ]

These are the common enemy types, the Crows and the Chompers (or just "hotel guests", but the game's code refers to them as Chompers). I realized Chompers looked completely unlikeable and lacked character, so I made them cuter.

Then while modelling the Chomper, I did away with the eyes--actually, I just decided not to model the eyes.


Concept art for the Ribcages. They are used in only one level because their design is so unintuitive to most players (and because they're so huge). I thought the bright ribcage would be an obvious weak point, but their size is more intimidating than I thought it would be! Most players just don't attack them, even when directly told to.

Some very early concept art. Here you can see me trying to find a design for Ik.


The glass pane factory level used to be only the 4th level in the game, whereas now it's a part of Chapter 3. It suffered from a lack of artistic direction (which is obvious with all the dull concrete), and it lacked any enemies since it was an early stage. I was trying to pad the game out, afraid that I would run out of enemies to introduce. (Hah!)


Giant hands certainly were one of the most complicated rigs, but I was impressed by the final result! I did get some practice modelling hands in my previous two games.


That's all that I can dig up for now! I can try to find more of this stuff from It Steals and maybe even Dead Seater, if you guys want to see it. Anyway, Lethal Company is going through an identity crisis. That's all I am going to say. (It's a good thing.)

Comments

Anonymous

Thank you for giving a little peek under the hood of Upturned! I adoreeee behind the scenes content for videogames)

Anonymous

Definitely would love to see some for Dead Seater too!!!! (I'm still too scared to play It Steals lol)