Enemy Descriptions
"We have a brand new raid coming out and we need a good entry level / first boss. The basis of the raid is an ancient wizard tower starting from the ground floor. As we ascend floors upward, we will discover and run into more allies and creations of this mysterious wizard. The first boss should look formidable but nothing over the top. This could be a creature, an apprentice, or something of the arcane. The encounter team is super open to what the concept team can come up with on this one. Think dark, ancient magic. The idea is this wizard turned his back on his school and allies centuries ago and has been dabbling with forbidden magic for a long time in secret. Standard magic law has been broken and there's no telling what he's been up to in his massive tower. (The tower seems to be growing the more powerful he gets). This one is pretty wide open, but should leave everyone with a direction to at least shoot for.”
Enemy 2
"This task calls for a brand new mob that's going to exist in our plane of fire zone we have coming out. We have a few rigs we could use, but don't worry about that for thinking of this design. We want something that walks on all fours for this creature. Could be cat like, mammoth, rhino, or anything! Get creative as you can with this one! It should look fierce and ready to attack anything that comes within its territory. Think of ways how a creature like this might look, to have to survive on a scorched plane of existence. How it eats, how it hunts, anything that could help take this design up a step. It's nice to show that this species of creature has lived here for thousands of years and how it developed and hunted over that long period of time
I want you to create your own monster boss character.
Take the lessons you have learned so far and apply that specific vibe and feeling to the base of your creature. Choose one of the two enemy encounter descriptions below and go through the entire process from thumbnails to the detailed thumb of your favorite design, to the finished rendering.
These enemy descriptions mirror an experience when you have a designer or director who is looking for more creative input from the concept team. Show us all your steps but also feel free to show your progress in the assignment post if you're not sure what direction to take or are looking for general feedback.
Avoid the "Loose Shape" Trap
It is common to start creating loose, organic shapes that look crazy but do not make actual sense. I fall into this trap myself. You need to slow down and analyze your work. Ask yourself how the anatomy works and why the character looks the way it does.
Define the Character
Your design should reflect the internal logic of the creature. Take time to explain these factors through your visual choices:
- Powers and Abilities: What can the monster do?
- Personality: How does the character behave?
- Setting: Where do they live or come from?
Storytelling Through Details
Backstory adds depth to a design. If your monster wears armor or clothing, determine the source.
- Are they crafting armor themselves?
- Is it an inherited suit?
- Are they wearing scraps?
- Is it ancient armor they came back from the dead with?
Take a little bit of time to think about these details. Put that backstory into the design to make it believable.
You have until 02/25/26 to submit your art for possible inclusion in the critique video!
