Character Design, Then & Now
The continued story of Kaiju Noir is starting to progress again after some recovery time. A lot has gone on this year and we're making sure not to burn out trying to speed along with the game, which is why we've given ourselves such a lengthy production deadline.
Until we have some more recent progress to share with you however I wanted to share what Kaiju Noir looked like before our incredible artist came onboard.
Kaiju Noir was originally scripted with giant monster toys as stand-ins for character art. Kaiju is a writer, not an artist, so having something that felt like the world was populated was an important step towards making the game happen. While we think it would have been amazing to make a version with Godzilla, Gamera & random Ultraman kaiju we know what film studios are like when it comes to their IP.
So here's Kaiju Noir, as it was, as it could have been :)
Get Kaiju Noir - Demo
Kaiju Noir - Demo
A Detective Story Of High Stakes & Giant Monsters
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Comments
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Great use of placeholder art. Other devs should take notes from your example and use what's easily available as a stand-in while writing the script, as opposed to waiting until the sprites are done to start writing.
Thanks, that means a lot :)
I never wanted to go all in on the same sorts of designs as the giant monster movies I love, this game is all about doing things different. But there's something really special about having the right vibe there from the start, instead of using the same anime-style characters as stand-ins or waiting for art before I did any worldbuilding.
Still, it was only when I got that first character art that I realised that Kaiju Noir would be a real thing, not just some project I'd never finish.