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Iron Garf visual direction, Sun Elf redesign, and Human architecture

The visual presentation of Iron Garf is built from lore-first concept development, regional mood studies, and race-specific art direction. The recording outlines both the intended look of several zones and the production process used to define them.

Zone concept process

Zone creation begins with narrative context. The art direction is described as starting from lore and theme rather than from isolated visuals. After that, the team gathers references for architecture, flora, fauna, and even geological forms, then builds mood boards to establish a region's dominant palette and atmosphere.

The stated goal is not realism in a strict sense, but a believable world with distinct cultural identities.

Human starting regions

Bravestone Cliff

Bravestone Cliff is the Human starting area. It is described as Mediterranean-inspired, bright, and summer-like. The concept art is intended to capture the mood of the region rather than serve as a literal final render.

Primrose Fields

Primrose Fields is the next Human region and the agricultural heartland of the kingdom. It is characterized by farmland, gentle terrain, and a bucolic atmosphere. This calm landscape is contrasted with the looming presence of Onas Gate, the great defensive wall against the Undead.

Undead visual identity

The Undead are described as having undergone extensive redesign work to avoid a generic zombie or purely sinister presentation. Their capital, Velas, is shown as a decayed but still dignified city whose inhabitants attempt to preserve traces of former grandeur.

Its imagery combines cold, withered surroundings with selective warm lighting, reinforcing the idea that the Undead are trying to hold on to an older civilization rather than celebrate decay for its own sake.

Gloomset, the Undead starting settlement, continues this direction with a darker palette and a research-oriented atmosphere.

Sun Elf redesign

The Elves are reintroduced as Sun Elves, replacing an earlier Moon Elf presentation. This redesign is both visual and narrative.

Their appearance includes ash-toned skin and glowing markings associated with solar power. These markings are described as channels through which their hot, almost molten blood carries the power of the sun. A forehead symbol is also mentioned as part of this identity, with the note that both sexes are intended to share this feature.

The visual goal is to show a race transformed by divine solar power rather than by conventional high-elf or moon-elf motifs. The team also mentions plans for the markings and symbols to light up during spellcasting, subject to technical feasibility.

Multiple skin variations and sub-racial options are said to exist within this Sun Elf direction.

Guard armor concepts

A set of Human city guard armor concepts is shown as an early exploration of faction military style. The designs vary in silhouette, helmet shape, and color treatment. The working direction at the time combines elements from several variants rather than selecting a single concept unchanged.

The intended impression draws partly on fortified high-fantasy city guards, with a disciplined and ceremonial look suitable for a major Human capital.

Human architecture set

The Human settlements use a modular architectural set designed for reuse across multiple towns and cities. Buildings shown include:

  • barracks
  • houses
  • stable
  • tavern
  • town hall

The approach is to create recognizable cultural architecture that can be recombined into settlements with different layouts, including vertical construction on slopes and cliffs.

Style references

The Human architectural language is said to draw from Romanesque and Byzantine influences rather than from a generic late-medieval timber-house style. Arches, domes, masonry, and orange roof tiles are part of this direction.

This is presented as a deliberate move away from overused fantasy defaults.

Interiors and city layout

Not every building is intended to have an explorable interior, but some will. The tavern is specifically described as having interior spaces such as a kitchen, basement, terrace, and rooms.

Cities are intended to feel inhabited and spatially distributed rather than reduced to a single square with all services placed side by side. Common services may cluster together, but trainers and other functions are expected to be spread through the settlement.

Character detail and cultural consistency

The art direction extends to small cultural details. Race-specific underwear is mentioned as an example: rather than using a single generic undergarment set for all characters, the clothing is intended to reflect each race's own culture and style. This is treated as part of the broader effort to make the world feel internally coherent.

Real-time 3D presentation

A 3D in-engine version of Bravestone Cliff is shown with updated visuals. It is described as an early but representative implementation rather than a pre-rendered cinematic. The team notes that some visible assets, such as ships, are placeholders from an older version and are expected to be replaced.

The stated aim is to preserve a strong art style and readability across both PC and mobile, even if that requires compromises in raw graphical fidelity compared with a PC-only title.

Source

  • Recording: Lore, Sun Elves and Map Reveal | Scars of Honor Development Update - July 2024
  • YouTube: Watch on YouTube
  • Published: Friday, July 5, 2024 at 7:00 AM UTC

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