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Fall Guys - Pitch work 2018

Here’s a look into the intial pitch process on Fall Guys which (2018)

The Art for the initial pitch was created in a week. I was super excited by the pitch doc and had to figure out what the character looked like. To speed things up I downloaded a free 3D model and started playing around with different proportions

The Art for the initial pitch was created in a week. I was super excited by the pitch doc and had to figure out what the character looked like. To speed things up I downloaded a free 3D model and started playing around with different proportions

Fundamentally I wanted the design to feel simple because we knew there would be a lot of players on screen at once. Here I was really trying to make myself laugh with the design because we knew humour would play an important role

Fundamentally I wanted the design to feel simple because we knew there would be a lot of players on screen at once. Here I was really trying to make myself laugh with the design because we knew humour would play an important role

Part of the reason for using 3D instead of 2D sketching was that it gave me the advantage of shoving the model into Mixamo to preview some rough animation. This informed our decisions and allowed us to move on quickly.

Part of the reason for using 3D instead of 2D sketching was that it gave me the advantage of shoving the model into Mixamo to preview some rough animation. This informed our decisions and allowed us to move on quickly.

This ‘Yetiguy’ vinyl figure designed by 
Adam Walker (Fall Guys Senior UI Artist) had a strong influence on the design.

This ‘Yetiguy’ vinyl figure designed by
Adam Walker (Fall Guys Senior UI Artist) had a strong influence on the design.

Here's an early look at customisation for the initial pitch. I’m glad the crown and heart pants made their way to the finish line ;)

Here's an early look at customisation for the initial pitch. I’m glad the crown and heart pants made their way to the finish line ;)

Concepting in 3D also allowed me to rapidly churn out different compositions and camera angles without having to redraw everything multiple times.

Concepting in 3D also allowed me to rapidly churn out different compositions and camera angles without having to redraw everything multiple times.

I had a real blast building this scene, creating and imagining silly little gameplay moments and stories.

Usually it's the artistic potential that gets me excited about a project, with Fall Guys my urge to play the game exceeded that for the first time.

I had a real blast building this scene, creating and imagining silly little gameplay moments and stories.

Usually it's the artistic potential that gets me excited about a project, with Fall Guys my urge to play the game exceeded that for the first time.