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Project Sentinel: Kraken

Final Kraken v1 Design.

Final Kraken v1 Design.

Niflheim, homeworld of the Kraken. This illustration was meant to communicate the atmosphere and alien nature of the species.

Niflheim, homeworld of the Kraken. This illustration was meant to communicate the atmosphere and alien nature of the species.

Our rigging engineer, Alberto, provided the earliest concepts for the Kraken. These designs were very complex, with many free tentacles for scuttling across surfaces. Initial plans called for procedural limb animation, but these were scrapped.

Our rigging engineer, Alberto, provided the earliest concepts for the Kraken. These designs were very complex, with many free tentacles for scuttling across surfaces. Initial plans called for procedural limb animation, but these were scrapped.

My earliest Kraken sketches built upon Alberto's designs, emphasizing the squid-like qualities. Also at this time, the team was considering leaning into an elf-like quality for the Kraken, as can be seen by the pointed ears in this sketchbook.

My earliest Kraken sketches built upon Alberto's designs, emphasizing the squid-like qualities. Also at this time, the team was considering leaning into an elf-like quality for the Kraken, as can be seen by the pointed ears in this sketchbook.

I also began concepting vehicles for the Kraken, which would operate as upscaled versions of their biomechanical exoskeletons. All designs either allowed the exo-shell to socket into it, or had a gel pod to house one or more unarmored Kraken.

I also began concepting vehicles for the Kraken, which would operate as upscaled versions of their biomechanical exoskeletons. All designs either allowed the exo-shell to socket into it, or had a gel pod to house one or more unarmored Kraken.

An early concept exploring the Kraken as an in-game faction. This piece was photobashed with 3D models and further explored Kraken vehicle designs.

An early concept exploring the Kraken as an in-game faction. This piece was photobashed with 3D models and further explored Kraken vehicle designs.

While away from my computer, I did some sketches on my phone that leaned into bipedal or quadrupedal designs. The decision was made to constrain the squid-like anatomy within the exo-shell to streamline rigging and to provide a clean in-game silhouette.

While away from my computer, I did some sketches on my phone that leaned into bipedal or quadrupedal designs. The decision was made to constrain the squid-like anatomy within the exo-shell to streamline rigging and to provide a clean in-game silhouette.

Final concept for the Kraken opted for a quadrupedal design with a large upper torso.

Final concept for the Kraken opted for a quadrupedal design with a large upper torso.

The signature weapon of the Kraken, the "Brambleback", maintained a consistent design philosophy throughout the concepting phase.

The signature weapon of the Kraken, the "Brambleback", maintained a consistent design philosophy throughout the concepting phase.

Test Animation demonstrating the loading mechanism for spikes. Rigged by Alberto Panico and animated by Alex Wright.

Kraken Model Version 1- utilized in Project Sentinel's MVP.

The Kraken underwent a redesign after some lore and gameplay changes were decided. The new elemental system would have the Kraken wielding ice weapons, and their silhouette would need to be more monstrous, with patches of destructible armor.

The Kraken underwent a redesign after some lore and gameplay changes were decided. The new elemental system would have the Kraken wielding ice weapons, and their silhouette would need to be more monstrous, with patches of destructible armor.

Kraken weaponry also got a facelift, with more emphasis on ice, spikes, and oceanic textures. Exploratory sketches and designs thoroughly explored the new design philosophies. The Brambleback's bone spikes were substituted for ice spikes.

Kraken weaponry also got a facelift, with more emphasis on ice, spikes, and oceanic textures. Exploratory sketches and designs thoroughly explored the new design philosophies. The Brambleback's bone spikes were substituted for ice spikes.

Kraken Blockout in Zbrush for use in paint-overs.

Kraken Blockout in Zbrush for use in paint-overs.

Final concept for the Kraken before I was moved to another assignment. This concept was meant to communicate size, color, and silhouette in relation to other members of the alien "Coalition".

Final concept for the Kraken before I was moved to another assignment. This concept was meant to communicate size, color, and silhouette in relation to other members of the alien "Coalition".