· Art & world
Playable race redesigns and creature production pipeline
The stream outlines both the redesign of playable races and the production methods used for monsters and NPC creatures. The emphasis is on strong silhouettes, clearer racial identity, and efficient reuse of underlying asset families.
Playable race redesigns
The Baron male model is shown as a large, broad playable race intended to stand noticeably taller than humans. The target scale is described as roughly two meters, though technical limitations such as doorway clearance restrict how large the race can become.
The Baron is also intended to receive race-specific animation treatment, reflecting that it is less human-like than some of the other races. Armor for such races is adapted from shared class designs and then adjusted to fit the new body shape.
The Gronthar concept is presented as a bulky, powerful race with room for customization in features such as hair, tusks, and ears. Some details, such as back fur, are treated as optional or uncertain because armor compatibility remains a concern.
The Sun Elf is shown in an earlier exploratory stage. The main design challenge is to make the race distinct from Infernal Demons rather than resembling the same silhouette with a different skin color. Horns are specifically rejected for Sun Elves because that feature would overlap too strongly with the demon design language. Emissive markings are discussed as part of the race's fiery identity.
Undead prosthetics are described as an idea the team still likes, but their implementation depends on technical feasibility within the customization system. Similarly, some race-specific details removed from base models may return later as optional customization elements rather than permanent default features.
Creature families and modular enemy production
For creatures, the team describes a family-based production method. A base creature body or skeleton is created first, and then different variants are built by changing clothing, armor, weapons, or attached elements.
Skeleton enemies are used as a clear example. A base skeleton can be turned into different enemy roles such as berserkers, archers, mages, or more elaborate necromancer variants. This allows the game to maintain visual quality while increasing content volume more efficiently.
Smart reuse of rigs, animations, and parts
The same production logic is applied to other creatures. A spider queen can support smaller spider variants, and scorpion-type enemies can share parts of a rig or animation setup while still receiving different attacks and gameplay roles.
This reuse is presented as a practical way to expand enemy variety without rebuilding every creature from scratch. The goal is not identical behavior, but a faster path to multiple related enemies with distinct combat experiences.
Unique enemy concepts and cross-team iteration
More unusual enemies, such as a spectral wisp-like ranged creature or a large necromancer-themed skeleton, are described as requiring broader collaboration. A concept must account not only for appearance, but also for rigging limits, animation needs, VFX behavior, attack type, and gameplay role.
The process begins with a gameplay need, then moves through reference gathering, broad concept exploration, narrowing, and final layered design. This is described as a funnel: wide exploration first, then convergence on a workable design.
Outsourcing and internal direction
Some concepts are produced internally, while others are created with external art partners. Even when outsourcing is used, the internal team provides direction and shared texturing rules so that outsourced assets match the game's overall style.
AI use in art production
AI-generated art is described as not being used in production. Earlier testing for icons is mentioned, but it was not adopted.
The main objection is ethical rather than purely technical. Concerns are raised about training methods based on scraped artwork and the lack of compensation or permission for original artists. Handcrafted concept and production art remains the stated approach.
Source
- Recording:
Scars OF Honor - Graphics and Art Discussion with Art Director Rasmus Hansen - YouTube: Watch on YouTube
- Published: Sunday, March 1, 2026 at 9:09 PM UTC
