THE ART OF THE COMPANY OF HEROES SERIES TM
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Foreword
FOREWORD
Heroes has always been to create Our approach with Company o Heroes has
were the other important eature to this battle. Tey effected the
an authentic World War War II experience. One o the primar y
outcome o the battle by slowing the German advance and making
ways we deliver on that authenticity is by ocusing on where
it difficult to flush out Allied orces. We urther simulated the
environment meets gameplay, and try to answer the question:
realities o this battle through the use o choke points or vehicles
what is unique about the various regions o Europe and how do
and inantry only sections.
those regions influence the b attles ought there? In addition to environments, we also raise the bar with our in-game units by
Ultimately, this book showcases some o the art and game design
using new techniques and sofware to urther push the quality o
concepts the team incorporated to help bring this renowned
our materials and delve deeper into the realm o believabilit y.
ranchise to lie. We eel we were able to deliver a quality product that hit all the note s we wanted it to. We hope you enjoy!
As we began researching the Ardennes region in preparation or Company o Heroes 2: Ardennes Assault, we Assault, we identified defining
Ian Cumming,
eatures that would help our maps stand out. Te overall color
Art Director, Director, Company o Heroes 2
palette or the area, rom buildings to the fields and orests were vibrant and almost untouched by the war. Tis was our angle. Te idea o providing players a beautiul, pristine landscape to play in but also be able to destroy seemed very appealing. Forests
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Foreword
FOREWORD
Heroes has always been to create Our approach with Company o Heroes has
were the other important eature to this battle. Tey effected the
an authentic World War War II experience. One o the primar y
outcome o the battle by slowing the German advance and making
ways we deliver on that authenticity is by ocusing on where
it difficult to flush out Allied orces. We urther simulated the
environment meets gameplay, and try to answer the question:
realities o this battle through the use o choke points or vehicles
what is unique about the various regions o Europe and how do
and inantry only sections.
those regions influence the b attles ought there? In addition to environments, we also raise the bar with our in-game units by
Ultimately, this book showcases some o the art and game design
using new techniques and sofware to urther push the quality o
concepts the team incorporated to help bring this renowned
our materials and delve deeper into the realm o believabilit y.
ranchise to lie. We eel we were able to deliver a quality product that hit all the note s we wanted it to. We hope you enjoy!
As we began researching the Ardennes region in preparation or Company o Heroes 2: Ardennes Assault, we Assault, we identified defining
Ian Cumming,
eatures that would help our maps stand out. Te overall color
Art Director, Director, Company o Heroes 2
palette or the area, rom buildings to the fields and orests were vibrant and almost untouched by the war. Tis was our angle. Te idea o providing players a beautiul, pristine landscape to play in but also be able to destroy seemed very appealing. Forests
Content Summary
CONTENT SUMMARY
4 Concepts and Prototypes 19 Map Design 26 Unit Visual Design 33 Shipping the Game
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Concepts and Prototypes
CONCEPTS AND PROTOTYPES Mood Pieces During the early stages o game development, concept art like those pictured in the ollowing pages help set the tone or the overall game. Tey help the entire team share the same mental image o what the game strives to be like and guides the entire development process. By comparing the pieces o artwork, one can understand the evolution o this ranchise. And, in the case o Ardennes Assault , it’s apparent how different the US Forces are rom the other actions in the core game: less armored units at their dispo sal; tighter and more strongly coordinated squads and a more commando-style approach.
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Concepts and Prototypes / Mood Pieces
Company o Heroes 2
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Concepts and Prototypes / Mood Pieces
Company o Heroes 2
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Concepts and Prototypes / Mood Pieces
Company o Heroes 2: Ardennes Assault Company o Heroes 2: Ardennes Assault
Concepts and Prototypes / Maps
Maps Even beore they are thought o in terms o gameplay and level design, maps must be considered in terms o overall mood, atmosphere and identity. A great map is a subtle combination o how well it plays and how unique & memorable it looks. Tis is even more crucial or a single-player campaign, during which players are to ollow a set and linear path tied to a storyline. In such case, not only do the environments have to provide a good enough sense o variety, they also have to heighten the tension and the drama o the plot.
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Concepts and Prototypes / Maps
Company o Heroes: Opposing Fronts
Company o Heroes: Opposing Fronts
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Concepts and Prototypes / Maps
Company o Heroes
Company o Heroes
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Concepts and Prototypes / Maps
Company o Heroes
Company o Heroes
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Concepts and Prototypes / Maps
Company o Heroes
Concepts and Prototypes / From Prototype to the Final Game
From Prototype to the Final Game Final art assets are ofen implemented at the last stages o development, long afer gameplay mechanics and level design are locked down. Te ollowing prototype images showcase the evolution o game’s engine over the development liecycle. Pay attention to the UI and you will notice that the original Company o Heroes was actually prototyped using the Impossible Creatures engine. Tese early prototypes are crucial as they give an idea o what we can realistically achieved once the game is completed. Te team will create a tech demo early on enabling them to ocus on a limited set o art assets and maps to act as a quality benchmark that represents the final quality o the game.
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Concepts and Prototypes / From Prototype to the Final Game
From Prototype to the Final Game
Company o Heroes ( Prototype)
Company o Heroes ( Final )
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Concepts and Prototypes / From Prototype to the Final Game
From Prototype to the Final Game
Company o Heroes ( Prototype)
Company o Heroes ( Final )
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Concepts and Prototypes / From Prototype to the Final Game
From Prototype to the Final Game
Company o Heroes ( Prototype)
Company o Heroes ( Final )
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Concepts and Prototypes / From Prototype to the Final Game
From Prototype to the Final Game
Company o Heroes ( Prototype)
Company o Heroes ( Final )
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Concepts and Prototypes / From Prototype to the Final Game
Evolution o the Angoville Map
Company o Heroes ( Prototype)
Company o Heroes ( Final )
Company o Heroes 2
Map Design
MAP DESIGN Where Art Meets Gameplay Te Company o Heroes series calls or maps that balance the historical / visual fidelity with the demands o interesting gameplay situations. As can be seen on the map exploration concept on the ollowing page, artists and map designers are constantly weighing their design decisions against a couple o key questions: Is it plausible enough? Is it visually interesting? Does it serve any interesting gameplay purpose? Tose are the three main objectives that the various components o the map have to meet to be part o the final design.
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Map Design / Where Art Meets Gameplay
Map Goals opography: – A dense playable orest with vehicle prohibiting border – Can it still hold up visually once bombed? – ‘Inantry entrance’ treatment; lighting and terrain to lead player in – How dense can we get a town without break pathing/gameplay? – Achieve the ‘eel’ o being in a valley with terrain what are limits? Pristine Landscape: – Achieve a believable orchard that doesn’t break gameplay – Rural roadway and tree arrangements – Belgian specific arm compound layout – Beligian specific building treatments or town – Beligian rural building treatment looking or high contrast to terrain Defining eatures: – Iconic structures; what can we reuse? – Iconic structures; what are we missing?
Company o Heroes 2: Ardennes Assault
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Map Design / Where Art Meets Gameplay
A lot o research goes into making sure that the battlefields created or the game are believable. And in the case o Company o Heroes 2: Ardennes Assault , which takes place in the rather densely orested Ardennes region, trees were evidently given quite a bit o attention. Nevertheless, when it comes to game design, un & balance trump realism. And so the oliage o some trees had to be made a bit thinner in order or players to still get enough o a glimpse o what i s happening around those areas.
Company o Heroes 2: Ardennes Assault
Company o Heroes 2: Ardennes Assault
Oak Summer variants
Pine variants
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Map Design / Where Art Meets Gameplay
Company o Heroes 2: Ardennes Assault Oak Tree L - Modifications (Lef) – Punched holes in tree or more visibility o units to create asymmetry or better reuse throughout map – Mainly deleted billboard leaves, very ew static leaves removed – Removed two secondary branches to create holes
Map Design / Color Palette & Identity
Color Palette & Identity As Ardennes Assault ocused on the events around the Battle o the Bulge, the game’s single-player campaign aced the challenge o a distinguishing a limited se t o similar looking environments (e.g. the Ardennes orest region). In order to still give players a sense o progression and variety throughout the campaign maps, while still keeping a consistent setting, the art team used plants to build specific undertones into the environment. Tis resulted in each map having a sub tly dominant color, with the overall color range mirroring the emotional journey o the player as he gets deeper into the darkest and grittiest parts o the conflict.
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Map Design / Color Palette & Identity
Company o Heroes 2: Ardennes Assault
Company o Heroes 2: Ardennes Assault
Beore (Lef)
Afer (Right)
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Map Design / Color Palette & Identity
Light – Colour XP – Persistent
Company o Heroes 2: Ardennes Assault Company o Heroes 2 Colour range
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Unit Visual Design
UNIT VISUAL DESIGN
Te design o the units – and their choice o gear – is motivated by historical accuracy as well as how readable their unctions will remain to players. It’s also critical to give each unit a unique style that is special and memorable. Te ollowing pages, displaying side by side comparisons o antagonist actions, illustrates how distinct shapes and colors were used to differentiate the units (within their own army and their opponents) – all o it while staying within the realm o the plausible equipment or the time. Company o Heroes 2 makes heavy use o climatic effects, this task was made even more complex with the introduction o skin variants or the winter period and the summer period.
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Unit Visual Design
Unit Archetypes: US Forces Company o Heroes 2: Ardennes Assault – Warm hues – Worn, battle atigued – Heavier winterized treatment – Uniorms the same across seasons Inantry
- Simple silhouette - Plain pattern - Not a lot o detail - Monotone - minimize backpack
Elite
- Complex silhouette - Broken pattern - Contrast and detail - Duotone - Heavier below waist
Utility
- op heavy silhouette - Heavy backpack - Not as much contrast - lots o packs - Duotone, dark top - minimize side pockets
Rear Echelon
- Simple silhouette - Long coat - Not a lot o detail - Duotone, coat/pants - minimal accessories
Stealth
– Not a lot o winter clothing – Addition o scarves, gloves or winter
- Simple silhouette - Monotone - Lots o detail, low contrast - Blends with terrain - Blend in accessories
Paratrooper: Elite Unit
Variations slight adjustments or variety but stays within Archetype guidelines
Follows pattern, colour and weight guidelines but doesn’t utilize duotone. Tis still fits within the Elite Archetype guidelines
Readability in game (Top) Making sure the Archetype rules read and help identiy unit
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Unit Visual Design
Unit Archetypes: Oberkommando West Company o Heroes 2: Ardennes Assault – Cool blue/green hues, darker – Clean – Light winterized treatment – Uniorms the same across seasons Brigadeuhrer (Officer,Major)
Panzerusilier (Armoured Inantry)
Volksgrenadier (Inantry)
Waffen SS Inantry (Elite)
Fallschirmjaeger (Paratroopers)
Pioneers (Engineers)
– Organized, well equipped – Addition o scarves, gloves or winter
- High-contrast duotone - Low contrast duotone - Low contrast duotone - Monotone
- Low-contrast duotone
- Shearling jacket over
(light over dark)
uniorm
- Overcoat + Camo smock
- No web-gear
- Some web-gear
- No backpack
- No backpack
- Overcoat - Minimal web-gear - No backpack
- Bottom heavy silhouette - Camo uniorm - Some web-gear - No backpack
Winter Variations
(light over dark) - Bottom heavy silhouette - Camo short-legged overalls over uniorm - Lots o web-gear
- High-contrast duotone (dark over light) - Bulky silhouette - Lots o web-gear - Large backpack
- Small backpack
Readability in game (Top) Making sure the Archetype rules read and help identiy unit
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Unit Visual Design
Unit – Soldier Company o Heroes 2: Ardennes Assault US Forces – Elite Archetype (Lef) – Complex silhouette – Broken pattern – Contrast and detail – Duotone
Concept
Model
– Heavier below waist
Archetype rules remain legible at each stage rom concept to model
Patterns and Silhouette need to read clearly at each stage
In Game
Some adjustments were made to push contrast back into the pattern design to make sure they were readable rom deault camera Readability in game (Top) Legible rom Deault Camera
Unit Visual Design
Company o Heroes 2: Uniorm Colour Studies (Applied) Russian
German
Summer
Summer
Winter
Winter
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Unit Visual Design
Company o Heroes 2 Winter VS Summer Skin Sets or the Wehrmacht Ostheer Officer
Pioneer
ank Hunter
Company o Heroes 2
Ostruppen
LMG Squad
Vehicle / Artillery Crew
Mortar Squad
HMG Squad
PanzerGrenadier
Sniper
Grenadier
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Unit Visual Design
Company o Heroes 2 Winter VS Summer Skin Sets or the Soviet Union Officer
Sniper
Company o Heroes 2
Combat Engineer Squad
Recon Squad
Constripts Squad
Weapons Specialist
Mortar Squad
ank Crew - Male
Elite Rifle Squad Soldier
ank Crew - Female
Shock roops
Maxim Machine Gun Squad
Soviet Medic
Shipping the Game
SHIPPING THE GAME Marketing Assets Even in the digital age, the box art o a game remains o paramount importance. It is the visual constant that everyone interacts with whether digitally or hard copy. Relic is lucky enough to have ownership o this critical touchpoint as opposed to having it created by a team outside the studio. Te studio’s art team works closely with the marketing team to come up with key marketing visuals, as can be seen here with an early concept or Ardennes Assault’s box art.
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Shipping the Game / Marketing Assets
Box Art Exploration
An early packaging exploration or Ardennes Assault , along with its previous “working title”
Box Format
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