The Concept Art of Rapture 1
Sam
Samuel Character Design Perum re inus ut facerror solenturias eos ex eveliti ssunt, consequ iscitae. Nestemolo es rem et quo miliquamus num, ilici utem aditius. Ut et, venis autempos nobitasperum et ducitae volorerum harum ut libus as nesedis voluptur, ipidellupti ne est aspedit assitasi sumet perumqu iatios im re qui toribus nobis audae. Equo doluptae quiam quaest iunt, assim voluptat.
The Concept Art of Rapture 2 Sam
The Concept Art of
RAPTURE
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Sam
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Contents
Contents
6 - 13 - Sam / Character Design
38 - 39 - Bryce Valley / Environment Design
15 - 19 - Grace / Character Design
40 - 41 - University of Utah / Environment Design
20 - 23 - Joshua / Character Design
42 - 43 - Abandoned Church / Environment Design
24 - 25 - Personality Sketches
44 - 45 - Demons / Side Characters
26 - 28 - Sam’s Neighbourhood / Environment Design
46 - 49 - Hell / Environment Design
29 - Aimi / Side Characters
50 - 51 - The Antichrist / Side Characters
30 - 31 - Sam’s Nightmares / Environment Design
52 - 53 - Final Scene / Environment Design
32 - 33 - Jacob’s Ladder / Environment Design
54 - Logo Design
34 - 35 - Gabriel / Side Characters
55 - Merchandise
5 Contents
36 - 37 - Black Ridge / Environment Design
The Concept Art of Rapture
4-5 - Introduction
The Concept Art of Rapture
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Introduction
The Concept Art of Rapture
Introduction
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Focusing on biblical themes and an apocalyptic
characters, Sam, Grace and Joshua, manifests through
open world; ‘Rapture’, originally written by Phillip,
their appearances. That was the task tackled within the
W, Simpson, tells the story of three teenagerss and
character design in this book; it was important to create
their difficult journey across rural America.
three realistic looking modern day teenagers, that had been forced to grow up quickly and adapt to the chaotic
The Rapture has taken place, the believers of God have
world around them. Whilst creating the characters within
been taken into heaven, and the rest of Civilisation have
the ‘Rapture’ universe, several themes were considered,
been left to a chaotic world, ran by the Antichrist and
including naivety, Innocence, remorse, revenge and
left to the mercy of the demons of Hell. The Game takes
anger. The themes helped to create the ‘emotional roller
place roughly five weeks after the Rapture, revolving
coaster’ story setting that influenced both the character
around Sam, who is half demon, and son of the Devil.
and environment designs within the game.
Sam begins his travels with Grace and Joshua in an attempt to find and defeat the Antichrist.
The aim of taking the story and turning it into game format was a difficult yet rewarding challenge; and hopefully the soul and motivation of the three main
SIntroduction
Creating the ‘Rapture’ Universe
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The Concept Art of Rapture 8 Sam
Sam Playable Character Sam was designed to resemble a believable eighteen year old, however it was important that he looked powerful for his young and naive age; he has an overwhelming amount of strength, both physically and mentally. His powers and heritage sometimes seem too much for his character, which was purposely done in order for the player to feel his stress and aggravation at different times within the game. His emotions are very minimal; hardly smiling, frowning or speaking much. This is due to his demonic personality and his reclusive childhood in which he spent in training for the upcoming days of the Rapture. He finds it difficult to interact with Grace and Joshua, however throughout the story his relationship with them develops and more sides to his personality are shown, This was done so that the audience would eventually warm to him overtime.
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9 Sam
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Sam wears a hood to hide the demon horns on his head
to the mechanics of the game, and Sam’s powerful
(1). His hair also droops down to hide his pure black
abilities (8). Sam’s hood can be worn up or down, but
demonic eyes (2). He wears a ring (3) hooked onto a
wearing down will attract more attention from survivors
chain, once belonging to ‘Aimi’, who was taken in the
(9). Sam’s backpack holds his survival equipment. (11)
rapture. The bullet holes in Sam’s hoody work to make him look battle hardened, and to represent his immunity towards normal weapons (4 & 5). The Two Katana swords strung to his back-pack, and the Wakazashi sword strung to his belt are the weapons that the player beings with. (6 & 10) Sam is an advanced sword fighter, fluent within many different styles, making it interesting for the player. The rips on his jeans display his worn clothing, relating to the state of the chaotic and destructive world (7). His trainers are functional as free running shoes, relating
The Concept Art of Rapture 10 Sam Many explorations were made into Sam’s different stances, and positions, these are some of the images used to figure out how he would hold his swords. A lot of research was put into different styles of sword fighting. Sam’s main style is to duel wield his Katana and Wakizashi. However the player can change it around; holding both Katana’s will provide more power, but less speed, however the wakizashi alone will provide the fastest speed, but the least defence.
The Concept Art of Rapture 11
Sam
These rough personality sketches were helpful to illustrate how Sam would move, sit, walk etc. He switches between a shy and reclusive teenager, to a deadly and highly skilled fighter, creating a dynamic personality change. He feels his best and most confident when fighting, running, and jumping etc due to his demonic capabilities. He is ashamed of this however, as he curses and is rejecting of his demonic powers. What makes him more ashamed is how much he enjoys his demonic side when it does take over.
These sketches also helped to illustrate how The two Katana swords on Sam’s back worked to establish a memorable X-shaped silhouette. The Concept Art of Rapture 12 Sam
The Concept Art of Rapture 13 Sam
Different styles of illustration were used to develop Sam’s appearance, the heavy use of inks and paint here helped to create a more rough and authentic look for Sam. Sam was adopted and trained by a Japanese family, therefore certain styles of different game characters created by Japanese artists were influential towards Sam’s character design. The art of ‘Yoji Shinkawa’ in the ‘Metal Gear Solid’ series was a heavily influential source.
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Sam
This is the first scene in the game, and also the most iconic; as it explains a lot about Sam’s personality. His reclusive, yet athletic traits are displayed in how he is sat alone on his roof. He is looking into the distance observing the new world around him, whilst feeling nostalgic about the old world in which he misses, yet resents as he never felt like he belonged there. He feels stronger and more powerful in the new world, and this scares him. His red colour scheme intentionally matches the redness of the fires in the towns and villages to display his connection with the Rapture and Hell. The Concept Art of Rapture 15 Sam
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Grace
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The Concept Art of Rapture 17 Grace
Grace Character Design In many ways Grace was designed to be the exact opposite of Sam; Sam didn’t belong in the old world, and Grace doesn’t belong in the new world. Grace is quiet at first, but never reclusive like Sam; before the Rapture, Grace was more confident and adventurous, however since the Rapture, she has suffered by the hands of her abusive family. Being rescued by Sam and Joshua serves as a new beginning for her. Grace’s Trench-coat (2) belonged to her father, showing his military roots, and her disciplined upbringing.
Grace struggles to breathe through the clouds of ash and dust left behind after destroyed buildings; she often wears the gas mask (1). The aim was for Grace to resemble similarities to photographs of WWII child 1
evacuees; symbolising how the Rapture has effected the lives of innocence - relating to the theme’s of War was an effective way to connect with the audience’s emotions.
Grace is roughly the age of sixteen, sketches below show grace as an older girl (3&4), however she clashed with Sam and Joshua, and the illusion of her innocence dissapeared. Her character design also shifted from the ‘fashion model’ lookalike, to a more innocent and childlike The Concept Art of Rapture 18
character with vunrability and inexperience. This gives the player an incentive to guard and defend Grace in the game. She often pulls and tugs her hair anxiously, as well as covering her face with her hand.
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Sam
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Grace
The trench-coat is something that began with Grace’s design from an early stage, it felt like something thatgrace would wear to cover herself away in certain circumstances. Later on a hoody was added underneath the coat; when she wears her hood, she has it half on her head, similar to the fashionable way in which teenagers wear hoodies presently. This helped to portray grace as the average teen; in many ways Sam admires her for this, and often feels jealous. She wears ‘Dr. Martin’ style boots, skinny jeans and rolls her sleeves in a stylish way to portray that she was once interested in fashion, something which has remained within her appearance even though now what she wears is more functional. Her freckles and blue eyes once again The Concept Art of Rapture
suggest her innocence.
21 Grace
Joshua Character Design Joshua has many different sides to his personality; before the Rapture he was the typical popular boy at school, athletic and smart, however he now shows a more brutal a darker side. Unlike Grace he belongs in the new world, but refuses to believe it. Befriending Sam; Joshua volunteers to join him on his journey to find the Antichrist. Joshua is Sam’s first real friend, which helped to create some dramatic irony; as the player knows Joshua has a darker side, however Sam is oblivious due to his naivety. Both Joshua and Sam work The Concept Art of Rapture
together to fight their way through Demons, soldiers and hunters in the game; Josh serves as a powerful ally, and the game becomes considerably harder in segments when Joshua isn’t there to help. Despite Joshua’s selfish nature, he has a good side, he is tough and brave, and aids Sam in saving Grace from her abusive father.
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He is the same age as Sam, although he looks considerably older due to his facial hair and strong facial features. The idea was to make Josh resemble somebody who has transformed from being good looking and popular, to becoming ha slightly hardened survivalist. He wears Ski Goggles and a scarf over his mouth (1&2) to protect him from the volcanic ash and clouds of dust; similar to grace with her gas mask.
Like Grace, Josh still maintains some of his fashionable traits, such as the ear piercing (4) and his baggy hat. The scar on his eyebrow (3) symbolises his interaction with violence, relating to his aggressive nature. The Concept Art of Rapture
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Joshua
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It was important to make Joshua look powerful, but in a
Sam often becomes jealous over Joshua’s looks, and the
different way to Sam, which is why he was designed to
way in which he wears his clothes, however he never
look like a makeshift survivalist, with a more hardened
expresses this. Joshua and Grace struggle to breathe
feel; as if he has earned his power, rather than being
through the ash; often covering their faces. This helps
naturally powerful like Sam. The Army Camouflage
to make Sam look all the more impressive, as his
jacket helps to preserve the hardened look, as does the
demonic nature allows him to breathe perfectly; this
tatty jeans, and workmen boots (4&5). The baseball-bat
reminds the player of the powerful character in which
with nails and barbed wire (3) works to enhance his
Sam is. The relationship between the Sam and Joshua
brutal nature, alongside expressing improvisational skills.
is a clash of the alpha-males, with Grace in the middle.
His clothing suggests that he has looted shops, alongside
Joshua often becomes Jealous of Grace’s admiration
other survivalists, which is why he has access to high
over Sam, unlike Sam however, Joshua chooses to
quality gloves, boots, backpack and goggles (5,2 & 1).
verbalise his jealousy.
The Concept Art of Rapture 25 Joshua
Black and white personality sketches were used to establish how the three characters would look, travel, and interact with each other. Throughout the journey, Grace develops an attachment to Sam, which Joshua ultimately becomes jealous of.
The Concept Art of Rapture 26 Personality Sketches
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Personality Sketches
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Sam
Sam’s Neighbourhood Environment Design The Beginning of the Journey The Game starts at Sam’s house, this allows the audience to understand the origin of Sam’s story, as the player is given brief minutes to walk around the house interacting with sentimental objects before starting the journey. The street where Sam lived is based upon typical American neighbourhoods within Jacobs Ladder, Utah.
within the story, and one way in which that was tackled, was to focus on homely places within rural America. By doing this it was easy to illustrate how the chaotic events of the Rapture had disrupted the lives of those left within the world
The Concept Art of Rapture
It was important to captivate the audience’s emotions
29 Sams Neighbourhood
The Concept Art of Rapture
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30 Sams Neighbourhood Fig 2. shows the vacant neighbourhood; creating a sense of fear and loneliness. Throughout his journey, Sam must climb houses and towers and look into the distance to figure out which direction to go. Fig 1. shows the view from Sam’s house upon his neighbourhood, in this initial image theme’s of chaos, and destruction were used.
Aimi Side Characters Sam often has flashbacks from his past, allowing the audience to piece together his story. Mainly all of his flashbacks include ‘Aimi’, who served as a love interest, before being taken away in the Rapture. Aimi is beautiful inside and out, and often trained with Sam in her spare time. She serves as Sam’s motivation to fight for humanity and save as many innocent lives as possible from the Antichrist. The flashbacks are useful, as they display a much more sensitive side to Sam, in comparison to the present day in which he shows a The Concept Art of Rapture
lack of emotion.
31 Aimi
Aimi is part of the family who adopted Sam, she is half Japanese, which is another reason why Sam was designed with Japanese influences; in order to show a connection between him and Aimi.
Sam’s Nightmares Environment Design When sleeping, Sam will appear within a nightmare (shown on p31). The nightmares represent his father taunting and aggravating him in order to awaken his demonic nature. Sam’s family discovered that by sleeping in a pentagram drawn in chalk he can avoid these nightmare’s. Below is a flashback of Aimi keeping Sam company before trying the pentagram for the first time; this scene symbolises their relationship. On the right Sam’s sleeping position suggests his reclusive and shy personality. The Concept Art of Rapture 32
The player must request for Grace or Joshua to draw the pentagram around Sam before saving the game, otherwise when the game is next played, Sam will awaken in a nightmare which involves him being chased by the silhouette’s, the player can choose to fight or run.
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Sam
Jacobs Ladder, Utah Environment Design After leaving the neighbourhood, the player finds themselves exploring the mountains. It was important to display how the Rapture had caused destruction to such a beautiful place. The game takes place in February, what should be covered by snow is now covered by Ash, most of the animals are dead and the tree’s have been burnt of their leaves. The blood red moon empowers Sam, making him feel stronger and faster.
The Concept Art of Rapture 36 GSaabmr i e l
Gabriel Archangel Side Characters
Gabriel needed to be an impressive yet deadly looking creature, she also needed to look angelic and positive. Many influences were referred too with Gabriel’s design, the horns, wings and antlers help her to look deadly
Gabriel serves as Sam’s guardian angel, rescuing and
and feral like a wild animal, whilst her dreadlocks, tribal
helping him during certain points in the game, and
marks and decorative teeth necklace refer to native
pointing him in the right direction on his journey to find
Indian tribes. A sinister look was intentionally given,
the Antichrist. He first meets her in the mountainside of
as her role is to appose the demons alongside Sam.
Jacobs Ladder, she directs him to ‘Black Ridge’, which is
Gabriel’s colour changes throughout the game,
where Sam first meets Joshua.
symbolising her unpredictable nature and ambiguity.
The Concept Art of Rapture 37
Sam
The Concept Art of Rapture 38 Black Ridge
Black Ridge Environment Design The ‘Black Ridge fort’ was created by survivors and ex-soldiers, it’s complete with power generated flood lights and machine guns, designed to lure demons and kill.
The fort is difficult to infiltrate; Sam must sneak in without alerting the survivors, as they will shoot on sight in anticipation of Demons. The brutality of the fort is appropriate, as it is where Sam finds and teams up with Joshua (serving as a good reference to his personality). Joshua convinces the soldiers not to shoot Sam, The two briefly help to fight demons in the fort before leaving and continuing the journey.
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Black Ridge
Bryce Valley Environment Design Sam and Joshua travel to Bryce Valley by car, before entering the town they encounter a road block, made up of makeshift survivors and burnt out cars. The two teenagers succeed in disarming the survivors and saving Grace who was being held as hostage.
The three of them finally make it into Bryce Valley town where they find shelter, food and equipment in several abandoned buildings. The Concept Art of Rapture 40 Bryce Valley
The Concept Art of Rapture 41
Sam
University of Utah Environment Design
they originally wanted to spend their future. The University is located in a popular area, surrounded by buildings; which worked well to show more of the damage of the rapture; through collapsed buildings
The Concept Art of Rapture 42
This scene represents the future in which the three
etc. At this point the game becomes increasingly more
teenagers have had stolen from them. As they travel
difficult, as Sam must work harder to protect the three
through the campus Grace and Joshua discuss how
of them from more demons.
University
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University
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Sam
The Concept Art of Rapture 45 Abandoned Church
Abandoned Church Environment Design The illustration on the left shows Grace being dragged
The image above illustrates the church on the inside,
into the abandoned church by demons, in an attempt
it was important to show some of the destruction, to once
to lure Sam into a trap. Many different styles of churches
again remind the audience of the damage of the Rapture;
were researched, both modern and old. Eventually the
parts of the walls are collapsing, and the rich colours of
style became old fashioned and abandoned.
the church have faded into shades of grey.
The atmosphere has heightened, the mist has increased
The demons have dragged Grace into the centre of a
and it is almost impossible to see. This was done to
glowing pentagram, Sam and Josh fight their way through
heighten the tension of the scene; Sam and Joshua are
until they can reach her. Once they get to the centre of
running in an attempt to keep up with the demons that
the pentagram; they are then transported into Hell.
have captured Grace, If they loose sight of the demons up ahead; the game is over.
Demons Side Characters Lemure The demons of Hell were created once the environment for ‘Hell’ had been finalized. By doing this it was easier to create convincing demons that looked as if they really came from this games version of Hell.
It was decided that the Demons would ascend in class (left to right), each class becoming more difficult to Kill. The Concept Art of Rapture 46
The Lemure begin as resembling decomposed bodies, with horns (1), and elongated limbs. As the class ascends, the hair (2), height, width, strength, speed and power increases. A concept developed that the Lemure collect trophies of their victims (3), represented by the collection of skulls and bones strung around their bodies (4). These
Demons
trophies also serve as armour (5). It’s intentionally unclear whether the demons are male or female, therefore their bodies include elements of both.
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47 Demons
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Astorath The Astorath represents the prince of Hell; therefore they are stronger, larger and more deadly than the highest class of Lemure. They share similarities with the Lemure, such as the decoration of bones (7), and the long hair. They also have wings; meaning they can attack Sam on rooftops, and reach him much faster than the Lemure. The wings (8) were designed by referring to ‘bat wings’, this helped to create a sinister look for the Astorath. The Astorath has the skull of a baby bird (6),
The Astorath is previously an angel from heaven, that has
this was done to confuse the audience, and to also
been corrupted by the Devil; therefore they move with the
radiate sadness through the Astorath’s face.
elegance, of an angel and have well sculpted bodies.
Hell Environment Design When designing Hell, it was important to avoid the clichĂŠ vision of fire and brimstone, therefore the exact opposite was created. This version of Hell is cold, extremely foggy and Erie; resembling a bone-yard made up of decomposition, and body parts. There is no top and no bottom, the environment just continues into the distance. Feelings of being lost, helpless and scared were considered when designing Hell. The image of p.48 shows the make-shift prisons the demons use to imprison their victims from earth, and the many The Concept Art of Rapture 48
levels Sam and Josh need to explore and battle their way through to find Grace.
Hell
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Sam
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Hell
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Sam
The Concept Art of Rapture 52 The Antichrist After loosing Joshua, Sam battles his way through hoards
This is the final part of the game, where Sam faces his
of Lemure and Astorath to discover Grace has been taken
hardest opponent yet; the Antichrist who is as equally
by the Antichrist. The Antichrist reveals that Joshua had
strong, fast and skilful as Sam. Being raised in Hell, the
been corrupted by the Devil, and had helped to lead Sam
Antichrist can use his surroundings to his advantage and
into Hell. Face to face with the Antichrist finally, Sam
send demons to kill Sam. Like the other demons, The
prepares to fight; when the Antichrist removes his hood to
Antichrist also decorates himself with the skulls and
reveal, he and Sam are twin brothers.
bones of his victims.
The Concept Art of Rapture 53 The Antichrist
The Antichrist Character Design Unlike Sam, the Antichrist is proud of his demonic heritage; wearing the teeth and bones of his victims in his hair and around his neck, flaunting his achievements. The face of the Antichrist was created using the same facial structure as Sam, however his facial expression was designed to look more tormented and angry. The redness of his eyes is constant, whereas Sam’s eyes only turn red during battle.
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Sam
The Concept Art of Rapture 55 Sam
After defeating the Antichrist by use of his swords, Sam escapes Hell with the help of Gabriel the Archangel. Back on earth Sam continues his journey on his own; the scene on the left illustrates Sam’s return to earth, and the end of the game. Here the player has one last chance to explore the abandoned streets before the credits run.
Sam expresses his sadness as he reminisces over the loss of Joshua, and failure to rescue Grace; showing how his personality has developed throughout the story.
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56 Sam
Logo/Symbol The symbol above represents the three characters; made up of the different features they have. The demon horns, black eyes and the two Katana swords (2,4 & 3) symbolise Sam. The gas mask (5) symbolises Grace, and the ski-goggles (3) underneath the black eyes represent Joshua. The symbol is used on loading screens throughout the game, as well as featuring on poster designs.
Rapture App Merchandise The ‘Rapture App’ is a spin off game designed for Iphone and Android phones and tablets; it demonstrates Sam’s abilities as he fights his way through Hell.
The Concept Art of Rapture
Iphone Case Design
The Iphone cases can be purchased with the App, or the limited edition console game .
Sam
Merchandise
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The Concept Art of
RAPTURE
The Concept Art of Rapture 59
Sam
Samuel Character Design Perum re inus ut facerror solenturias eos ex eveliti ssunt, consequ iscitae. Nestemolo es rem et quo miliquamus num, ilici utem aditius. Ut et, venis autempos nobitasperum et ducitae volorerum harum ut libus as nesedis voluptur, ipidellupti ne est aspedit assitasi sumet perumqu iatios im re qui toribus nobis audae. Equo doluptae quiam quaest iunt, assim voluptat.
The Concept Art of Rapture 60 Sam