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The Dwarves Artbook

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The artbook provides an overview of the extensive character and world design process for the video game The Dwarves. It details how the artists drew inspiration from the novels and worked to visualize each element in a consistent yet varied style.

Early on, the artists developed a unique visual style for each of the five dwarven kingdoms and different types of enemies to make them all interesting and clearly recognizable.

For each character, the artists created a profile, concept paintings, a painted portrait, and at least one 3D model. Major characters had additional highly detailed cutscene models.

The Dwarves

Artbook

„Beards... so many
beards!“

1
Contents

Early Artworks & Ideas 5

Character Design 13

Enemies & Monsters 63

Locations 75

Illustrations 85

Marketing Artworks 97

2 3
Early Artworks & Ideas

4 5
One of the first things we developed is a unique look for each of
the five dwarven kingdoms and for the different types of enemies.
The goal was to make each one of them interesting and clearly
recognizable.

6 7
This is the only location artwork we made for „The Dwarves“.
All the other locations were directly created in 3D.

8 9
Another early artwork we did was our interpretati-
on of Girdlegard. It was a lot of work to gather all
relevant info from the books and we still had to add
many new elements together with Markus Heitz.

10 11
Character Design

For each character in the game we created a profile (based on all the
info we found in the novels), various 2D concept paintings, a painted
portrait and then at least one 3D model. For characters that appear
in many cutscenes and close-ups we actually made two 3D models:
One in-game model and a highly detailed cutscene model.
12 13
Glandallin

14 15
Giselbert

Early on we defined about a dozen “base materials”, like “worn leather”,


“bent metal”, or “shiny gold”, that we use for all characters throughout
the game to achieve a consistent look and feel.

16 17
Sinthoras

18 19
Tungdil was one of the hardest characters to get right, because he is
the lead character in our story and players need to identify with him.
He has to be recognizable, likeable, and bad-ass. He’s also the only
character with two completely different outfits, so there are actually
two ingame-models and two cutscene-models for Tungdil.

20 21
Tungdil

22 23
Lot-Ionan

24 25
Nudin/Nôd‘onn

26 27
Boïndil

28 29
Boëndal

30 31
Boïndil and Boëndal are two fan favorites among our heroes. They were
among the first cutscene characters we completed and we put extra
effort into their armor. We were very happy with the results and for us
it was a “proof of concept”, showing that we’re able to create characters
that look cool in close-up.

32 33
Andôkai

34 35
Djerůn

36 37
Gundrabur

There are many details in the game you’ll probably never notice. But…
hey… artists want to have fun as well.

38 39
Balendilín

40 41
Gandogar

42 43
Bislipur

44 45
Bavragor

46 47
Goïmgar

48 49
Rodario

Rodario was one of the characters we developed together with our Fa-
cebook fans. We released some artworks and refined the character based
on the users’ feedback. It was a first for us, but people enjoyed it and the
results are great. So we’ll probably do that again in the future.

50 51
Narmora

52 53
Furgas

We couldn’t afford to create cutscene characters of each party member.


So some of the characters only have in-game models and we tried to keep
them in the background during cutscenes.

54 55
Balyndis

Designing female dwarves is a tricky task. You want them to be cool,


and tough, and in Balyndis’ case attractive. But at the same time they
need to have beards, and bearded women are not very appealing to
most people. We think we found a pretty good compromise (again, with
the help of our community).

56 57
Giralda

Giralda has been invented by Markus Heitz specially for the game.
Dwarf-Älfar hybrids are introduced in the novel’s sequels, but it has
been fun to develop a character from the ground up.

58 59
Xamtys

60 61
Enemies & Monsters

Many of our enemies consist of different components that we can


combine in any way we want. There are for example different helmets,
armor, and weapons for our orcs. This enabled us to make the orcs
visually interesting and varied.

62 63
64 65
66 67
Ogers

68 69
Boglins

70 71
For every element you see in the game there are probably two or
three ideas and designs that didn’ t make it. Sometimes it ’s not even
possible to judge if a design is “better” than another. It ’s just too
much stuff to put it all into one game.

72 73
Locations

74 75
76 77
78 79
80 81
82 83
Illustrations

For every element you see in the game there are probably two or
three ideas and designs that didn’ t make it. Sometimes it ’s not even
possible to judge if a design is “better” than another. It ’s just too
much stuff to put it all into one game.

84 85
86 87
88 89
90 91
92 93
94 95
Marketing Artworks

96 97
For many months we used a concept painting as our “key
visual”. Eventually we created a 3D version of that painting
and used it as the basis of our cover artwork.

98 99
100 101
102 103
We want to thank all of the people involved in making
The Dwarves, and also the thousands of supporters who
helped us get the ball rolling. It was a lot of hard work,
but it was also tons of fun. And we hope that you enjoy
playing our game.

Your KING Art Team

104

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