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Red Kiss: On Daddy Design

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While Wispfire is hard at work on our (blood)thirsty dispatching RPG, Red Kiss , we at Fellow Traveller are doing our own espionage, snooping around for cool behind-the-scenes tidbits to share. For this first peek behind the curtain, we’ll share some inspirations for the enigmatic Daddy’s character design, as well as some of the work that went into the stylish trailer that probably brought you here. Behind the Design: Daddy Daddy is the master vampire who invites you into this twisted underground mystery. When designing Daddy’s outfit, Red Kiss ’ Art Director, Aïda knew that the House’s leader should wear an eye-catching suit, but, like Daddy’s motivations, a final design was proving elusive. Inspiration struck shortly after, not from fashion, but from a fine piece of British engineering. Running into this stylish Jaguar on the streets of Berlin, Aïda knew that she wanted Daddy’s design to feel just like the car looked. The inspiration paid off, with an iconic character design following, well… suit. And to Aïda, we say: Speaking of Daddy, be sure to let us know if you have any questions you have for Wispfire or Daddy(?). We’re cooking up something special, where we’ll be showing off more of Red Kiss ’ Live2D technology, while giving you a chance to get more intimately acquainted with our cast of undead characters. So respond to this post (or jump into the Fellow Traveller Discord ) with any questions or desires you might have. How a Trailer Gets Made We assume you’ve seen the Red Kiss trailer already, but just in case you haven’t - check it out here. Animated trailers take a lot of work and coordination to put together! From concepts to storyboards, cleanup, and additional motion graphics work, there are a TON of moving parts to pull something together like this. The trailer was a combination of 2D animation, 3D rendered sequences, and motion graphics placed in layers around those animations. The characters you see next to the gameplay segments are animated using Live2D, carried over from the game’s visual novel portraits. Everything happened in stages, and then suddenly, all at once. Here’s a timelapse to give you an idea of the groundwork and then polish that went into bringing this world to life. We couldn’t be happier with the work from our friends at Ponbleu and Wouw Design Works, alongside Tumult Kollektiv, who provided the entrancing score. In one case, the updated versions even meant cutting one shot that wasn’t quite working the way we wanted. When we move from above the Berlin Radio Tower to the U-Bahn (subway), we wanted it to feel like everything was rushing toward you - culminating in Daddy making his offer. So now we have this unused train shot that we’ll need to find a use for because, man, it looks so cool. We can’t wait for you to take a bite of Red Kiss when we have more to share! Until then, make sure you’ve wishlisted on Steam and follow along with these monthly newsletters for more behind-the-scenes looks! Don’t forget to let us know what you’re most interested in hearing about - from us or from Daddy!
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