…I would have actually never believed that a task of this scale and complexity would certainly be controlled over the Internet.

You are watching: Ori and the blind forest concept art


Johannes Figlhuber – a freelance artist based in Berlin, Germany – was provided the duty of lead artist ~ above Ori and also the blind Forest. Johannes received a Bachelor of art in Multimedia Art and also majored in 3D computer animation at the Salzburg college of applied Sciences. Having done odd tasks for studios in different countries, Johannes thought it to be time to resolve in, therefore he relocated to Berlin and became part of Airborn Studios – a collective of artists specializing in video game art. Johannes had chance to collaborate with plenty of individuals, and together they were able to construct an art direction choose no other.


What were the initial concepts that were thrown earlier and soon after everyone had read the plot that ​Ori and the blind Forest​, and how did they adjust over the food of the 4 years the you’ve spent working top top the game?


The simple idea and also the “feel” that the video game was there really quickly and most of the production was invested on refining and also expanding the main point ideas.

The focus wasn’t so lot on the manuscript in the early on stages that the production. Throughout the very first year, a very small team focused virtually entirely on perfecting the controls and also animations respectively. We had an excellent ambitions and wanted to acquire it simply right. The story play a bigger component later on, as soon as the arts direction and also characters became an ext important. ​The story no finished until very late in the production​. The simple themes and major plot points to be there for years, however some vital details weren’t worked on until an extremely late. I think the is telling for the totality of the production. Most things—no issue if that design, functions or art—went through lots of iterations and also refinement prior to we to be happy with it.


Ori and the Blind forest boasts a unique art direction, how did you and also the team in ~ Airborn Studios construct it overtime?


Similarly to other things, art went v a lot iterations prior to we were happy through it. We easily agreed ~ above the general direction we wanted to take. It had actually to it is in vibrant, colorful, and most of all, it had to look choose a location as protest to geometrical layouts through some artwork to adjust atop it. Our greatest inspirations to be the movies by master filmmaker Hayao Miyazaki and also several Walt Disney movies such as Bambi or Lion King. Each had actually amazing backgrounds. And that, we likewise looked at nature itself; over there was every sorts that forestry and also plants. After ~ all, nature is quiet the greatest source of inspiration.

In the start we to be looking at exactly how other gamings did backgrounds and also that minimal both, us and also our thinking​. That took part time to eliminate that mindset and work the end our own distinct solutions along with our technology team. The entirety production to be a consistent back and also forth, with an ext and an ext features being added over time.


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Ori is collection in the woodland of Nibel, to walk us v the world-building procedure that you and also the team undertook when developing the setting?


One the the biggest obstacles was to create the forest setup without that looking every samey after a while. We made decision to split the map up right into several smaller areas, and gave every of those areas a unique theme and worked with varying shade palettes. Within those larger themes—like the swamp or the misty woods—we developed variations, or little points of interest if friend will. ​We wanted there to be landmarks, and interesting small stories for the player to find in the background.

Everything we had designed had actually to fit right into the world and the story the we’ve developed. Contextualizing several of the much more exotic puzzles (so they fit into their surroundings) was a large struggle.


Ori is the key protagonist in Ori and also the blind Forest, tell us a tiny bit about what got in Ori’s design?


Ori’s character design was one of the an initial things i did for the game. The only requirements were that Ori had actually to it is in a smallish white biology that could jump really well. To start off, i did a most sketches on paper, simply to get concepts out as conveniently as possible. A most the at an early stage sketches had actually something rodent-like, but likewise with aspects of bats and also stags. In essence, I want to incorporate features of different woodland pets to show off the core abilities the Ori has, but likewise to do it look wonderful and mythological.

I retained refining the sketches whilst working very closely v the animator, seeing the angles from i m sorry Ori would certainly look best, and making certain that the silhouette would occupational well in-game. Make the silhouette read well was among the most vital things when making the character and it did no stop once the design was done and also approved. Later in the manufacturing I made too many of quick silhouette sketches for computer animation to make certain it would always read optimally.


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Describe among the obstacles that you to be met v whilst working on Ori, and also how friend overcame it.


There were several challenges, especially early in production, due to the truth that we’re a new team, and because the unified Engine didn’t have actually the essential tools for creating a 2D video game at the time. In general, the process was the the arts team tried to narrow under what they want to do, and also the technology team established a way to do it. In the end, we had selection of devices that we merged with features to do our stays a lot of easier.

One of the biggest challenges for me personally were the cinematics and story sequences. We had restricted resources once it pertained to telling the story that we wanted to tell. And because the that, we had actually to be really efficient with how we told that story. It take it a most time and rewriting till we had something that worked. I think among the most essential processes was drawing up storyboards because that it all. They room a fairly fast and also risk totally free way to see how a sequence or story advancement might look.


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Tell us around how the team at Airborn Studios collaborated with Moon Studios and also others who were connected in the making of the game.


The means in i m sorry the development team was structured is unequal anything else in game development; i guess it’s much an ext common because that modders. There was no physics studio, instead, anyone was in different places all about the world. Us communicated and shared data end the Internet. Well, it was prefer that for virtually everyone except the art team. Many of the art team to be based in Berlin, Germany, and also was working in the Airborn Studios office. In the beginning, the arts team included two artists, Maximilian Degen and also myself. The team grew and also there were 6 artists who helped complete the game. Every in all, having the bulk of the arts team in one place made it much easier to talk around things.

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Having stated that, ns am still surprised by just how well everything cleared up in the end considering the circumstances. I would never have actually thought the a job of this scale and complexity could be managed over the Internet. Just a few years earlier, this would certainly not be possible due come bandwidth limitations. I think the this opens up up totally new means of developing games, and I am looking front to seeing much more games created this way.


By sirhenryjones-museums.org staff writer;

On-site and also freelance artists affiliated in the creation of concepts, video game assets, collection dressing, 3d art, Ui, effects and animation in alphabet order: Anna Jasinski, Herdis Jakobsen, johannes Figlhuber, Kaja Reinki, Max Degen, Rahel Brunold, Simon Kopp, Steffen Unger; extr 2d art by Daniel Alekow; key Animator in ~ Moon Studios James Nicholas Benson;