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Warhammer Survivors

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Warhammer Survivors

Creating Concept Art for Warhammer Survivors

![Creating Concept Art for Warhammer Survivors](https://clan.fastly.steamstatic.com/images/45845376/c781924c8f436fdd486dcaadd767aadcb2fb7ce7.png) Every project we work on at [Auroch Digital](https://store.steampowered.com/developer/AurochDigital) is driven by the passion and enthusiasm of multiple disciplines coming together to create the game. This collaboration extends from the pre-production stage all the way through to the game you get to play on release. Our team of incredible artists is one of those, creating everything you see on screen. In a new series of blogs, we'll be giving you a sneak peek behind the scenes at the journey the art team have taken in creating [Warhammer Survivors](https://store.steampowered.com/app/3669620/Warhammer_Survivors/). Today's journey begins with the concept art phase! ## The concepting process Development starts in the concepting phase, where all departments brainstorm ideas to make a game as enjoyable and unique as it can be - and for art, it's no different! *Lead Concept Artist, Dom* We often begin with a discussion with the other teams about what we’re trying to achieve in the final version of the game. What kinds of places we want the players to experience, how do we strike a balance of environments that feel inherently ‘[Warhammer](https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fwww.warhammer.com%2Fen-US%2Fhome)’, what players will expect to see, with ones that will be new and surprising. ![Patch notes image](https://clan.fastly.steamstatic.com/images/45845376/3f7126fe97992df9730b559f07472e9bda69ddf8.png) *Concept Artist, Ohm* The concepting phase is the exciting part as that’s when ideas and visions of the game start to take shape. Once the design team have their ideas and share that with us, we begin by creating and exploring a few sprites of characters, weapons, and enemies with varying details and sizes to nail down the style we want for the game. After we have established varying styles of assets, we put together a rough test scene to see how the sprites fit together or if the style is right. We then work with other areas of the development team to receive feedback and make iterations based on that feedback. This period of development allows us to discuss the overall concept and address any outstanding concerns around the test scene we’ve created. [carousel] ![Patch notes image](https://clan.fastly.steamstatic.com/images/45845376/52f707be6264530214602efd3e5590433c274189.png) ![Patch notes image](https://clan.fastly.steamstatic.com/images/45845376/bcbdefde37a889fe5b35aac039a31c87205bdda2.png) [/carousel] *These images show the concept for Bloodwind Spoil and a mock-up of the assets.* ## Working with the Warhammer IP Lots of us here at Auroch Digital were Warhammer fans long before working on various Warhammer titles, such as [Warhammer 40,000: Boltgun](https://store.steampowered.com/app/2005010/Warhammer_40000_Boltgun/) and [Warhammer Survivors](https://store.steampowered.com/app/3669620/Warhammer_Survivors/), and getting to work with the beloved brand is hugely exciting. *Lead Concept Artist, Dom* I'm a lifelong Warhammer fan so, honestly, it's all been exciting for me. The hard part has been restraining myself to the ideas we have the time to make! We’re trying to adapt two universes in Warhammer 40,000 and Warhammer Age of Sigmar into Warhammer Survivors. We want to create a game that is instantly recognisable as inhabiting those worlds, while also feeling like an authentic representation of the universe, even if we’re exploring them in a shrunk-down, pixel art form. ![Patch notes image](https://clan.fastly.steamstatic.com/images/45845376/01f36825fe1e828069615c6ca64c60561d928667.png) With such a wealth of lore, characters, environments and more to explore, we asked Dom and Ohm what their favourite part of this stage of development has been. *Concept Artist, Ohm* My favourite part of concepting has been the big enemy sprites and animating them! It’s been great to take behemoths like Ghazghkull Mag Uruk Thraka or Vizzik Skour and shrink them down, while still making them imposing and intense. These enemies are so iconic in the Warhammer 40,000 and Warhammer Age of Sigmar universes, and to feature them in Warhammer Survivors in this way has been incredible! *Lead Concept Artist, Dom* We’ve had a great opportunity to work on some locations and content that no other games have been able to explore. Some of that has meant getting to introduce my favourite old miniatures from the deep history of Warhammer 40,000 that I loved when I was younger; some of it has meant getting to explore locations from Warhammer Age of Sigmar that might only have a paragraph and a single piece of existing concept art as a jumping-off point. But as a hobbyist myself, the most fun has probably been in exploring the ‘Meta’ elements: the Warhammer Hobby Table stage and weapons like the Nuln Oil or D6 Dice. ![Patch notes image](https://clan.fastly.steamstatic.com/images/45845376/a172d0ee41d25922bcfe5030ca70173619f7dec6.jpg) ## The art team at this stage As a mid-level studio, which consists of over 80 people, our dedicated teams for projects are relatively small. *Lead Concept Artist, Dom* We have two artists internally working on character and environment art; we also have an artist dedicated mostly to weapon effects and another for technical work. This is where we do the majority of our exploratory work. Aspects like trying to figure out ‘how to interpret Skaven as a faction into something that works in pixel art’, ‘how large should these sprites be’, ‘how many frames of animation should we give to bosses vs fodder enemies’, to name but a few. During this phase, we’re establishing the art style, and ensuring it’s consistent across characters, enemies, environments and weapon effects as well as across the multiple artists working on the project. In addition to our internal teams, we also work with some external studios who help us produce the huge number of sprites and VFX for different factions, and this is where spending that early time doing the concepts pays off. For Warhammer Survivors, Auroch Digital is working with [Water Witch Studio](https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fwaterwitchrpgstudio.com%2F) to bolster our art team’s work. In the early stages, Water Witch took our stage concepts and turned them into the action-packed battlefields you see today. They also later assisted us with multiple art passes based on internal and external feedback. In addition, [RocketBrush](https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Frocketbrush.com%2F) worked on characters, enemies and VFX, creating new sprites based on proof-of-concept work for each faction and universe. ![Patch notes image](https://clan.fastly.steamstatic.com/images/45845376/0998222df5358707538c6d7d7ad77f806cc60bf2.png) ## What’s after concepting? The concept stage is just the first of several parts of creating the vast and captivating art in Warhammer Survivors. In our next blog, we’ll share how the team handcrafts iconic champions and heretic scum with a focus on characters and enemy factions. Thanks for reading! Wishlist Warhammer Survivors now 👇 [https://store.steampowered.com/app/3669620/Warhammer_Survivors/](https://store.steampowered.com/app/3669620/Warhammer_Survivors/)

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Warhammer Survivors

Feature Focus: Status Effects

![Feature Focus: Status Effects](https://clan.fastly.steamstatic.com/images/45845376/3402595f299a87cfb3596f6a3bf29bd4f4136c87.png) *What’s this? A cleverly titled article which is both alliterative and informative? Yes! Welcome to our upcoming **Feature Focus** series, where we delve into numerous features in Warhammer Survivors, such as Status Effects, Enemy Skills, and more.* We revealed the Warhammer Survivors [Status Effects system back in May,](https://steamcommunity.com/games/3669620/announcements/detail/658231711192057595) but since then the development team has been hard at work, and today you are fortunate enough to get a glimpse of it in action! Watch now ⬇️ https://www.youtube.com/watch?v=1_eNzdYKsao ### What are Status Effects in Warhammer Survivors? Across the Mortal Realms and the grim darkness of the 41st Millennium, there is an entire arsenal of weapons to dispatch, disarm and destroy enemies. Whilst most weapons are designed to either strike with precision at high-value targets or cleave through swathes of enemies with area-of-effect attacks, some employ unusual methods to wear down foes with the use of enfeebling Status Effects. ### Exploiting advantages against enemies Status effects such as Burning and Poisoned are a great way to chip away at tougher, boss enemies, but be warned - both these status effects affect movement speeds differently. Burning increases the movement speed of any enemy who is ablaze, whereas poisoned enemies slow as the poison courses through their toxified forms. You can also exploit advantages against enemies by combining the Burning and Oiled status effects. The Oiled status effect, caused by the Nuln Oil weapon, increases the damage caused by weapons that inflict fire damage. ### Status Effects affect Champions too! Enemies aren’t the only ones affected by Status Effects (and some are immune, too!); playable Champions can also succumb to the debilitating (and buffing) aspects of Status Effects. The pestilent forces of the Death Guard are particularly potent at poisoning the player via noxious auras or weapon attacks. Alternatively, acquiring the Pick-Up, Frenzon, will imbue the player with the Berserk status, increasing the frequency of weapon attacks – the perfect answer for storming your way through endless waves of enemies! Utilise Status Effects in multiple ways to strengthen your strategy and survive! Discover the full range of Status Effects when Warhammer Survivors launches later this year. ![Patch notes image](https://clan.fastly.steamstatic.com/images/45845376/e0575990bd83f6b878ef80808d8b1248b24f4b89.png) Check back soon for our next Feature Focus, and if you’re discovering Warhammer Survivors for the first time - **wishlist now!**

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