EDGE

THE HERO FACTORY

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The narrative and function of a Legends hero is determined before the artists begin designing them. “We need a good mix of abilities within the characters,” says art director Tuite, “so we’ve got a healthy spread of Will users, Strength and Skill users. Essentiall­y, it will be, ‘We need this type of character,’ and then the design and art [teams] will start brainstorm­ing. From my point of view, I want to get a good balance of male and female characters and [distinctiv­e] silhouette­s, so we’ll think about different heights and sizes as well.”

This is important, Tuite says, because none of the playable heroes are generic, all-purpose protagonis­ts. “In effect, in this Fable you’re getting to play the more interestin­g side characters you met in the previous games. This time, you’re less of a cipher and a dress-up doll – you’ll effectivel­y get to play [heroes such as] Hammer in this game.”

“We have a templating system for size and shape that we work with,” he says. “There are specific methods for the way we do arms, muscles, fingers and noses. There’s a sculptural shape to all the characters, and it’s the same thing for hair, so we look at sculpture for the character shape more than the traditiona­l [methods].”

Fantasy games usually reflect realworld cultures, and Tuite’s keen to ensure Legends’ heroes have a distinctly British feel. “That doesn’t mean we don’t look at other games, but whether it’s Korean, Japanese or American fantasy, they all have a particular look to them and there are things in there we will [consciousl­y] avoid. There will be no chainmail bikinis in our game!”

There’s little difference between the original art for the heroes and creatures and the way that they look in-game. The way these characters will move is equally important to the studio: rather than build a single animation tree and refine it for generic avatars, Lionhead has treated each hero as its own individual project. “We’ve given ourselves an awful lot of work,” says Tuite

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 ??  ?? The time shift makes it easier to bring out Albion’s fairytale feel. “We’re pulling it back into the wild woodlands and saturating it with magic,” Tuite explains
The time shift makes it easier to bring out Albion’s fairytale feel. “We’re pulling it back into the wild woodlands and saturating it with magic,” Tuite explains
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