Headlander Art Direction Document
Headlander Art Direction Document
Headlander Art Direction Document
Version 1.0
Revision History 3
Art Direction 4
Summary 4
Style Breakdown 5
Visual Inspirations 7
World Style 10
Character Style 13
Concept Development 15
World 15
Characters 21
Visual Target 25
Revision History
V.1 : 11/20/14 Document Start
V 1.0: 2/27/15 Delivered as part of MS 4.
Summary
Headlanders visuals will create a polished, high fidelity experience, backed by strong stylistic
choices and art direction. The look of the game will capture the imagination of science fiction
and futurism from the late modernist era up through the late seventies. Although the visuals will
be inspired by a wide range of movies, artists and literature from the time, it will be put together
in a way to make it both contemporary and uniquely our own. We look to the work of that era to
inspire not to imitate.
When developing a strongly stylized game, it is important to avoid creating a visually flat
experience that is too dominated by a single style, with little variation and contrast. We strive for
visual unity, not uniformity. One way in which we achieve this is by drawing on many different
inspirations from that era, and emphasizing different elements over time to create a solid visual
progression. Because the world of Headlander is largely comprised of space stations, star ships
and other large spaces with defined boundaries, this allows us to focus on a particular aspect
of our style at each of these locations with little worry of jarring transitions.
Science fiction of the late sixties and seventies dealt with humankinds optimism, love, and
eventual loss of faith in technology and futurism to solve the worlds problems. It spoke to our
conflicting love for and fear of technology. It often depicted utopian societies built upon the
Looking back at that work today, the naive take on technology and heavy-handed story devices
combine into something that is just so damned charming. It is both existentially profound and
undeniably dumb.
Style Breakdown
One way to breakdown the style is through the FOUR Fs, which is a framework for dissecting
the elements of a games style. While each of these elements has some overlap with the others,
it is a useful exercise that provides more detail than placing the games look on the standard
Cartoony / Stylized / Realistic / Hyperreal gradient.
Frame
Frame is the when and where of the game. Typically this has a strong impact on the style of
the game, expressed by elements of fashion, signage, vehicles, graphic design, etc.
Headlander is set hundreds of years after an AI-triggered apocalypse has made the Earths
surface largely uninhabitable sometime during the late 20th century. The look of the technology
is based on 70s design (see Filter, below), however that technology is old and the player should
occasionally be able to see beneath the shiny veneer to find ancient wires, giant dilapidated
vacuum tubes and malfunctioning lights.
Form
Form describes the shape language, palette, composition and other visual fundamentals.
While Form is best described visually, Key points are worth calling out:
Relatively realistic proportions, but pushed, longer legs, higher waist, oversize
weapon arms. This helps readability while still feeling somewhat straight. The denizens of
Headlander are in an absurd world, but for them it is real, serious, grounded. While satire
is present, we dont want it to be the dominate element.
Analog Color. Warm tones, especially in the early game. Color bleed, aberration. Glows.
Lasers cross-cross the screen like a disco-tech of death.
Horizontal Stripe. A common graphic design motif in the 70s. It also evokes anamorphic
lens flares (dont overdo it!) and the horizontal player path the swatch of shag carpeting
the helps separate the player path from the rest of the frame.
In Headlander, the focus is on color, expressed primarily through our color grading and
lasers. Our mostly 2D camera presentation allows for us to flatten the picture plane in a more
graphic way. This also allows us to color grade the scene based on depth, with up to 4 layers
blending together, to create a unique take on color, lighting and depth.
The color of the spectrum is also a major mechanic, and therefore becomes a dominant element
on screen. In fact the we are using the color spectrum (ROYGBV) as the rough color
progression for the games levels. The Pleasure Port, one of the earliest levels in the game, is
mostly RO, the middle of the game represented by the Moon Base largely targets a GB
palette, and the Computer Core, the final area of the game, is primarily violet.
In addition, one of our goals was to make lasers cool again, and we plan on developing our
laser tech so that the screen is filled with luminous, bouncing, beautiful laser colors.
Filter
Filter is the lens through which all of the games visuals are realized. It is the organizing
principle or the bias through which the world is seen.
Headlanders filter is the future as it might have been imagined in the 70s. It is imaging
a world that never invented digital technology. That somehow, underneath all of that plastic and
fiberglass, everything is still analog.
High Modernism
The clean, international style of late modernist
architecture is often associated with ideas of pre-
fabrication, automation and futurism, making it the
perfect starting point for the look of Headlander.
This look is typified in films such as 2001: A Space
Odyssey, TV shows such as Space 1999 and in real
world architecture, such as the JFK Trans World
Flight Terminal. On its own, modernism can be too
sterile, which is why we will be pairing it with the
warm analog shapes such as shag carpeting and
wood paneling.
Psychedelia
The influence of psychedelic
culture, of journeying to or
experiencing an aspect of the
mind previously unknown, is
another interesting visual aspect
of retro futurism. Psychedelic
influences in science fiction films
most often manifest as visual
effects for space phenomenon
such as nebulae or faster than
light travel. In addition, the
impact of the psychedelic counter culture on fashion design gave birth to some designs that
influenced the look of future fashion. The look and feel of psychedelic is manifest in the
surreal, late 60s science fiction film Barbarella.
False Utopia
The idea of a false utopia doesnt imply a
single look, but rather informs an approach
to a look. In Headlander, this will be
communicated visually by combining areas
of decadent luxury with old, malfunctioning
elements-- found just below the surface.
The 70s film Logans Run expresses the
idea of a false utopia clearly, as the film
juxtaposes the fiberglass and plastic
domed world of tomorrow with the
crumbling ruins of Washington D.C. This
dichotomy is further driven home by
Brutalism
In contrast to the smooth,
flowing fiberglass shapes of
high modernism, the rugged
shapes of brutalist
architecture will provide a
nice visual counter-point as
our game progresses from
the early utopian themes to
the later, draconian themes.
Eastern European brutalist
architecture in particular is
filled with strong, simple
shapes that feel wonderfully
oppressive and futuristic.
science-fiction.
60 / 70s sci-fi
illustration
Science fiction illustrators
such as John Berkey, Chris
Foss, John Harris, and
Moebius were big inspirations
for the visual design of
Headlander. Berkeys art
stood out in particular his
almost abstract interpretations
of space craft designs are
distinctly retro but not like
anything else. His vision of
space is full of color and
energy.
Headlander is set in a retro styled future that looks as if it might have been designed in the late
sixties. The world is comprised of space stations, space craft, and other space oddities. We will
create a believable, yet absurd, world with high fidelity 3D art. The look of Headlander will not
be focused on realism, yet its heavily color-graded lighting and stylized shapes will push into
territory that would not be described as cartoony.
Identifiable Materials
Headlander will use a Physically-Based lighting and materials system, but not in service of
creating a photorealistic experience. Instead, the focus is on believable, motivated light sources
and for materials that will be broadly identifiable as metal or fiberglass or leather, even
absent high-frequency detail.
Strong Shapes
Although the camera in Headlander is dynamic, we have more control of the composition and
silhouettes than in many other games, as the camera largely frames a side-view of the scene.
This means that we can push the shapes, silhouettes and composition of the scene. The scene
should have a variety of sizes to keep the eye and engaged and focus on detail only where it is
needed, usually in support of the focal point. Similarly, only enough detail should be added to
help make the world feel like a believable place.
Depth should be added to the scene, but any ambiguous player paths should be avoided. This
can both be done by emphasizing the primary player lane but also by adding depth in places the
player doesnt expect to access, or on the other side of areas sealed by glass or similar barriers.
Continuous World
Our goal is for the world to feel like an actual space; we want to minimize the buried in a maze
feeling that some Metroidvania style games have.
The placement of the camera should avoid showing the cut away edge of any room/scene. If
the player character moves into a tight passageway (like when head-flying through a vent), any
negative space that is visible outside of the scene should be darkened down so as not to draw
attention to itself.
In addition, we will bring the player outside to reveal the depth of outer space whenever
possible, often through windows or through exterior corridors. This will break up the feeling of
confinement and claustrophobia that can result from an interior-based game.
Additional post effects will be used to introduce little bits of noise, chromatic aberration and
other 70s film color toning. These effects are intended to introduce a subtle vintage/analog
feel and not make the world feel low-fidelity. Anamorphic light flares and other light artifacts
(bokeh, color bleed, etc) may be introduced to further emphasize this, but not to the point of
distraction.
World is Alive
Every room should have some movement, so the world doesnt feel static or dead. Examples
include:
Material Effects: blinking lights, static on monitors, pulsing light sources
Visual Effects: subtle haze or atmosphere moving through a scene
Animated Objects: ships flying around as seen through windows, animated props. like a
spinning overhead lamp.
Citizens: Citizens moving on the player plane and in the distant background.
Overview
The characters in Headlander are stylized, falling somewhere between cartoony and realistic.
We wanted to keep the characters somewhat straight to play off the absurd setup and world.
Form/Silhouette
The basic figure shape in
Headlander is elongated, with
longer legs and a higher
waist. This type of proportion
was common in illustrations
from the 60s. Specific areas,
such as the head and
weapon arms are also
enlarged to help readability
on these important elements
from a distance.
Animation Style
The animation style will present most imposters and
Shepherds moving in a robotic way, with some hard
stops, jerky movement and other to play up the
humor. This is also to contrast the player characters
movements, which will be more naturalistic and fluid.
The benefactor explains that the pcs helmet
synaptic interface is superior to the diodes that are
used in the imposter bodies.
World
Headlander is divided into three major areas, which roughly correspond to the three narrative
acts of the story. Each major area will have its own distinct look while still feeling part of the
same world. This will create a strong visual progression to draw the player through the game.
Pleasure Port
Brief Description
At first glance, this space station is built for luxury and decadence, with a striking modernist
design. But as the player makes his way through this luxurious resort, the veil of the future
world as a utopia is lifted to reveal the computer controlled police state that it is. This level ends
with a climactic battle where the player is saved by a daring team of rebel imposters.
Concepts
Concepts
Concepts
Player Character
The player character is from the twentieth century
who awakes in the future world of Headlander with
a fragmented memory of their past life. The player
character is a can-do type; they are old school
with a mid-twentieth century American attitude.
Think Charleston Heston.Their attitude towards
technology is outdated for the world they are in. To
the PC, technology is completely separate from
the human experience, more like an appliance
instead of an extension of the information age.
Damn, dirty machines.
Citizens
The citizens are human minds that have been transferred into
stylish fiberglass and metal robotic bodies known as imposters.
They never age, succumb to disease and if for some reason their
bodies are damaged, their consciousness is automatically
transferred into a new imposter bodies. However the citizens
have their behavior and emotional responses moderated by the
restraint chip, an integrated circuit designed by the Central
Computer to keep humanity complacent.
The computer took this approach because although it could regulate human behavior to some
extent with the restraint chip, it was not ability to maintain absolute military-like control over
them in the same way that it can through robots that are programmed to completely execute its
commands.
The downside of the Shepherds is though they are generally accurate with a weapon and
capable of some tactical thinking, they are not very inventive. Historically, this has not been an
issue as there have been very little threats for them to have to deal with. The players arrival,
however has changed that.
Shepherds are the primary enemy that the player will face. Unlike citizens, each Shepherd is
equipped with at least one weapon arm. This weapon arm may never be detached so that the
player MUST headland into a body in order to gain use of its weapon.
Lucia-Thirteen was the name of the first rebel citizen to defy the computer openly. Her thirteenth
body was somehow defective, allowing her to circumvent the control of the restraint chip. Little
is known of her pre-imposter life, but she mustve been skilled as a scientist or computer
technician of some sort, because she was able to modify one of her eyes to emit a powerful
blue pulse laser.
She used this capability to gain access to secure areas and gather information about the
location of the Central Computers core. After stealing a Shepherd patrol ship with her blue-level
security clearance, she crash-landed into a small low-orbit satellite that she believed to house
the Computers essence.
Her information turned out to be incorrect, and the satellite was little more than a relay node.
Some believe that the Computer tricked her, allowing her to steal the ship only to trap her in an
isolated location. Whatever the cause, Luca-Thirteen chose to detonate the satellite rather than
be captured. It is believed that she made this sacrifice to prevent the computer from identifying
the flaw in her body that liberated her consciousness.
Since that time, the computer has prohibited the creation of any imposter bodies with the
thirteen designation.
Over time, the Central Computer cultivated humanitys trust in and eventual dependence on
technology. The computer used that dependency to develop the imposter bodies as a solution to
humanitys mortality and to migrate what was left of humanity after decades of chemical-nuclear
warfare to space.
The Computer is not omnipotent it cannot simultaneously see and process all of the
events going on across all of the space vessels and stations that make up the world of
Headlander. The Computers voice is often broadcast through the world, some of which may be
live, some of which may be on loop. Sometimes the Computers presence is visualized in the
levels by an icon, symbol, or structure that we call The Mouth of the Computer.
(1) Base Render. Some medium frequency noise left in simple background shapes to break-up
otherwise smooth fiberglass to give it a bit more of an analog feel. Red shag carpeting
helps identify the player characters plane and provide direction.