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@isaakramos / isaakramos.tumblr.com

Concept Artist at Heart Machine, Previously at Stoic, Storyboarding and visual development for Powerhouse, Titmouse, and Warner Bros Animation IG:ramos_isaak Twitter:ramos_isaak

Hyper Light Breaker: Meet Blu

The Northern Realms are brutal. They’re cold and harsh and demanding.

This is a species (nicknamed “Blu”) from the mountainous north, where the roughness of existence leaves them generally well-suited for action and adventure. It’s a natural step for them to become Breakers.

Species, you say?

…now would be a good time to mention that we will have a limited form of CHARACTER CREATION in Hyper Light Breaker!

WHY CHARACTER CREATION?

Originally, we were planning on creating discrete characters for Hyper Light Breaker. This character had a backstory and a somewhat rigid, predetermined personality and play style.

As we continued development however, our animation department advocated that it would both be far more efficient and lend flexibility to the player experience to instead introduce character creation into the game. We converted the character of “Blu” to a species.

As our Animation Lead, Chris Bullock, puts it, “we decided to have one character "archetype", with a single, larger set of animations that could use any combination of weapons, in order to separate the gameplay from the look a little more. The hope was that instead of doing 5 sets of animations, thus requiring one for each character class where each character had a smaller set of animations that they needed, we could reduce animation scope down significantly by sticking with the single archetype.”

ABOUT BLU

They’re sinewy and fierce, careful but playful and fun, and very clever.

Our Character Concept Artist, Isaak Ramos, worked closely with Alx to develop out facial expressions, outfits, looks, and poses for this species.

Take a look at these original concepts from Alx:

EVO”BLU”TION - OUR CONCEPT ART PROCESS

Based on Alx’s initial concept art, Isaak makes adjustments and explorations, expanding on the original concepts. He shares a few key components and considerations:

  • EXPLORATION: Alx will let me know if he's happy with where his initial sketches are or if he's wanting to explore more directions. In the case of the Leaper, for instance, my main objectives were to flesh out the forms since Alx's concept was already on the money. With Blu, there was a solid foundation to jump from, but we still wanted to explore and solve some important elements to the design.
  • STYLE: With Blu, we wanted to solve the top by going with a biker jacket or trench coat. I tried some poncho-looking garb, something in the direction of Sergio Leone character. Those kinds of wearables present their own technical obstacles, so we shifted to something more manageable. The short biker jacket came about as I shifted to thinking of a character that was more nimble and athletic. Something along the lines of Canti's jacket (FLCL) with a Han Solo mood.
  • POSES + REFERENCES: As production goes along, the poses become more standard as I get the rad sculpts in from John DeRiggi and Jack Covell (character artists) to draw over. As much as I like figuring out poses, it’s better to draw over the approved proportions for the playable characters to maintain continuity and speed. For NPCs and Humanoid Enemies, my pose reference generally comes from fashion models. For the sketches and gestures, sometimes I'll go in without a reference, or I'll browse my personal library of references that I've gathered over the years. There are so many pose resources out there now. Weapon references range from museum display images to blocking things out in 3d. Outfit references usually come from a 500 hour Pinterest deep dive, ha!
  • ITERATING: Alx will go over his initial design and lore thoughts with me, so I've always got a good direction to go on from there. The rest of a character's vibe will flesh out in my head as I gather references. Blu's vibe shifted as our design goals called for different references, for instance. My personal view of the character’s attitude shifted from swift and stoic to nimble and determined as we went along. I imagined a blend of Trinity (Matrix) and Driver (Drive) as I worked on the later concepts.
  • FEEDBACK: We've formed a great pipeline where I can get solid feedback from the character centric departments. Part of that process involves me checking in with John DeRiggi (Lead Character Artist), and he's been a rock for me as we check in daily. Alx and I have always overlapped a good amount with our tastes, so a momentum is always sustained. Feedback from design and animation is always crucial too... it's all a team effort. Every concept is the culmination of good ideas and notes from across the board!

Fascinated by the concept art part of our dev process? Check out our previous piece where John DeRiggi shares our character art process! Or stay tuned for more :)

LET US HEAR FROM YOU!

Are you excited about the shift to character creation?

What do you think of this species and all their varying looks?

Hyper Light Breaker: Meet Blu

The Northern Realms are brutal. They’re cold and harsh and demanding.

This is a species (nicknamed “Blu”) from the mountainous north, where the roughness of existence leaves them generally well-suited for action and adventure. It’s a natural step for them to become Breakers.

Species, you say?

…now would be a good time to mention that we will have a limited form of CHARACTER CREATION in Hyper Light Breaker!

WHY CHARACTER CREATION?

Originally, we were planning on creating discrete characters for Hyper Light Breaker. This character had a backstory and a somewhat rigid, predetermined personality and play style.

As we continued development however, our animation department advocated that it would both be far more efficient and lend flexibility to the player experience to instead introduce character creation into the game. We converted the character of “Blu” to a species.

As our Animation Lead, Chris Bullock, puts it, “we decided to have one character "archetype", with a single, larger set of animations that could use any combination of weapons, in order to separate the gameplay from the look a little more. The hope was that instead of doing 5 sets of animations, thus requiring one for each character class where each character had a smaller set of animations that they needed, we could reduce animation scope down significantly by sticking with the single archetype.”

ABOUT BLU

They’re sinewy and fierce, careful but playful and fun, and very clever.

Our Character Concept Artist, Isaak Ramos, worked closely with Alx to develop out facial expressions, outfits, looks, and poses for this species.

Take a look at these original concepts from Alx:

EVO”BLU”TION - OUR CONCEPT ART PROCESS

Based on Alx’s initial concept art, Isaak makes adjustments and explorations, expanding on the original concepts. He shares a few key components and considerations:

  • EXPLORATION: Alx will let me know if he's happy with where his initial sketches are or if he's wanting to explore more directions. In the case of the Leaper, for instance, my main objectives were to flesh out the forms since Alx's concept was already on the money. With Blu, there was a solid foundation to jump from, but we still wanted to explore and solve some important elements to the design.
  • STYLE: With Blu, we wanted to solve the top by going with a biker jacket or trench coat. I tried some poncho-looking garb, something in the direction of Sergio Leone character. Those kinds of wearables present their own technical obstacles, so we shifted to something more manageable. The short biker jacket came about as I shifted to thinking of a character that was more nimble and athletic. Something along the lines of Canti's jacket (FLCL) with a Han Solo mood.
  • POSES + REFERENCES: As production goes along, the poses become more standard as I get the rad sculpts in from John DeRiggi and Jack Covell (character artists) to draw over. As much as I like figuring out poses, it’s better to draw over the approved proportions for the playable characters to maintain continuity and speed. For NPCs and Humanoid Enemies, my pose reference generally comes from fashion models. For the sketches and gestures, sometimes I'll go in without a reference, or I'll browse my personal library of references that I've gathered over the years. There are so many pose resources out there now. Weapon references range from museum display images to blocking things out in 3d. Outfit references usually come from a 500 hour Pinterest deep dive, ha!
  • ITERATING: Alx will go over his initial design and lore thoughts with me, so I've always got a good direction to go on from there. The rest of a character's vibe will flesh out in my head as I gather references. Blu's vibe shifted as our design goals called for different references, for instance. My personal view of the character’s attitude shifted from swift and stoic to nimble and determined as we went along. I imagined a blend of Trinity (Matrix) and Driver (Drive) as I worked on the later concepts.
  • FEEDBACK: We've formed a great pipeline where I can get solid feedback from the character centric departments. Part of that process involves me checking in with John DeRiggi (Lead Character Artist), and he's been a rock for me as we check in daily. Alx and I have always overlapped a good amount with our tastes, so a momentum is always sustained. Feedback from design and animation is always crucial too... it's all a team effort. Every concept is the culmination of good ideas and notes from across the board!

Fascinated by the concept art part of our dev process? Check out our previous piece where John DeRiggi shares our character art process! Or stay tuned for more :)

LET US HEAR FROM YOU!

Are you excited about the shift to character creation?

What do you think of this species and all their varying looks?

HYPER LIGHT BREAKER

And we’re back…

This time around we didn’t wait such a long time to drop more info on a new game.

With Solar Ash we were trying something new; working with a publisher for the first time, transitioning from 2D to 3D, and mostly working in a vacuum. In the end, we released a project we’re incredibly proud of, but the process deviated heavily from how we did things with Hyper Light Drifter, and ultimately, how we want to do things in the future.

We’ve decided, following the (we hope) exciting announcement of Hyper Light Breaker, to return to a more community-focused development process. We will also continue be a multi-project studio, so keep a look out for more new stuff from us in the not-too-distant future (*eyes dart around, looks over shoulder, gazes at the ground blushing and giggling*).

Our aim going forward will be to continually engage with our wonderful players through regular blog posts, content drops, streams, events, contests, and perhaps even some in-person affairs! As a team, we’re continually in awe of the creators who connect with our projects: the artists, students, musicians, developers, designers, writers, streamers, speedrunners, and more who make up our incredible and diverse community. We hope to continue to inspire and amplify your work!

As we approach Early Access for Breaker, ​​we’d love to get you all more involved, so please send your thoughts, feedback and anything else you’d like to share with us!

Speaking of Breaker…

Is it a sequel? 

Hyper Light Breaker is neither a sequel nor a prequel to Hyper Light Drifter. It is set in the universe of Hyper Light and is its own story. It will share threads, aesthetics, lore and other recognizable elements, but will be a new game driven by new designs.

Why did we decide to return to that universe?

The faded whisper of allure of this world we built transformed into a clarion call through the years. A new story became a solid vision. It felt right to come back in, root around, and share what we unearthed about this beautiful-yet-bleak world with everyone.

Is it single player?

This time, you won’t be traveling alone through our range of lush though deadly landscapes. You’ll be able to play alone or with friends online cooperatively! There will be more hidden truths about the world to uncover, an ever-shifting landscape, and tremendous rewards for exploration. Plus, you’ll see the world in 3 full dimensions. Wild.

Thank You

From everyone here at Heart Machine, past and present, thank you so much for your support of our projects over the years. We hope to continue to create beautiful, transportive experiences for everyone.

Finally, we wanted to give a big shout out to Studio Grackle who made our incredible animated trailer. We’re so privileged to have been able to partner with them!

Let’s stay connected!

Hope she pulls out her bow in botw2 and pins Ganondorf to a tree, inuyasha style