
They were the first piece of art that came together in IC.ĭecisions, Decisions: When Alex first pitched Impossible Creatures to us we all thought it was basically impossible. This article is going to discuss the process that we went through to develop the visual look of IC's animals.

In the first article I discussed the processes we used to develop the terrain, the decisions that were made, the processes that we went through, which ultimately led to what you see before you. When I was asked to write these diaries I thought it would be more interesting for the reader to understand at a conceptual and design level why we made certain decisions that ultimately lead to what you see before you. Hello: How did the look of the Impossible Creatures world evolve? Why does it look the way it does? What directions did we explore? Every piece of art in Impossible Creatures or IC has a different story behind how it visually developed. Take it away you crazy Relic employee and maker of cool games. Ask Lang, Andy Lang, art director extraordinaire. But that probably doesn't play too much in the game, since it's only that one defining attribute the entire game revolves around.īut really, why are there animals? Why do they look the way they do? How come I couldn't just splice together robots or some crap? How did the team go from proto-cheetah to final animal? Don't look at me. I guess there's also the little addition of being able to take an assortment of strange and familiar animals, genetically mutate them, splice them together with other animals, and then use the finished products to obliterate the opposition's legions of genetically mutated animals. Those are things you just don't see anywhere else. For instance, there are things like color, water, trees and rocks in the game.

Wondering about Impossible Creatures, are you? It's an unusual RTS with a lot of unusual game mechanics.
