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It's me, Matt Frank! Kaiju artist and commercial illustrator! Official website: www.mattfrankart.com Contact: mattfrank85@gmail.com COMMISSION STATUS: Closed
Favorite visual artistArthur Adams, Bill Stout, Joe Mad, Bob EggletonFavorite moviesJurassic Park, Princess Mononoke, The Gamera TrilogyFavorite TV showsBeast Wars, Ultraman, The SimpsonsFavorite bands / musical artistsPoets of the Falls, Three Doors Down, Akira IfukubeFavorite booksShogun, Tai-Pan, Scott PilgrimFavorite writersJames Clavell, Skip PeelFavorite gamesOkami, Wind Waker, Darksiders, Infamous 2Favorite gaming platformNintenboxstation 90 Degrees CentigradeTools of the TradePointy sticks.Other InterestsStuff N' Things
Hey Matt, I'm really enjoying the Kaiju designs so far for Kaiju Combat. I like that a lot of these look like they could be actual guys in suits. Maybe you could have a bunch of guys in rubber suits for the intro video or for an advertisement or something, have them in costumes of the characters and make it look semi-cheesy and retro.
On that note, I was wondering if you plan to deviate to other Kaiju types at any point? I think it'd be cool if some of them took a little inspiration from puppetry or stop motion. Whenever you do RED, I think he could be a prime example of a more Stop Motion themed Kaiju. A Manda/Reptillicus serpent-puppet style Kaiju would be cool too.
My lovely might be planning a suit or two for us The primary concern for designing these guys comes from their humanoid structure since it's good from a programming perspective for fighting games, so the rubber suit aesthetic is more a convenient side-effect than anything
Ya, I get that. Right now it just seems like there might be some confusion on the boards.
Simon says (no pun intended there):
"The reason they have a semi-human shape is mostly because Matt feels that characters should be plausible for a suit actor to wear - he thinks that helps sell our aesthetic. Combat efficiency isn't ever a concern of ours - because the Spigot engine was absolutely designed to handle all of those cases transparently."
Cases in question were when I asked if the engine supported the more exotic Kaiju Types. I totally get it though, less work on exotic Kaiju types means more work towards balancing and other content, it makes complete sense. I'm just hoping the other styles don't get ignored or anything. It'd be nice to see Manda appear in a Godzilla game some day.
Oh! Well, I guess there is a little confusion. Yes, I definitely feel that the rubber-suit aesthetic is important to making this game as thematically "kaiju" as possible. I was under the impression that humanoid monsters were simply easier to program. Goes to show that I'm still learning things about the programming side of things every day. Then again, Simon may have told me that and I was in the middle of a food-deprived coma
The problem with making a kaiju is that it's very easy to LOSE that kaiju-centric design sense, especially with the sense of scale. Thanatorg is a good example of a creature that, had I pushed the humanoid/armored/weaponized elements any further, it would be easy to mistake as something totally human sized. Still, a large part of what goes in to our monsters is based on the desires of the contributors and the core concepts for each character. People simply want bipedal kaiju because it's intuitively easier to relate to. Same reason we don't really have any bug monsters yet.