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ART BOOK

01 V I S U A L D E V E L O P M E N T Establishing a bold visual direction


to bring BATTLETECH to Kickstarter.

In the fall of 2015, we made the decision to crowdfund BATTLETECH on Kick-


starter. What followed was a whirlwind of planning, prototyping, and visual
exploration. (Not to mention a crash-course reimmersion into the BattleTech
universe, which I had lapsed from since MechWarrior 4.)

Working with Jordan, Mitch, and our amazing concept art team in the weeks
leading up to the launch of the Kickstarter campaign was one of the most
creatively-fulfilling experiences of my career. We knew from the start that we
wanted to bring the world of BATTLETECH to life in a way that hadn’t been
experienced before. On the shoulders of Piranha Games’ fantastic ‘Mech
designs, we dove into the deep end of BATTLETECH lore, looking to bring visual
authenticity to the franchise’s rich setting with sweeping scenes and vistas,
flawed human characters, and functional design details. What Joel, Jenn,
Maury, Jon and I arrived at was the set of 15 images below - a visual roadmap
to where we would take BATTLETECH over the next two-and-a-half years.

Looking back on these illustrations, it’s incredible to me how much of this


vision - and more - we’ve realized since the days of the Kickstarter campaign! I
am thrilled and honored to present you with the vast collection of concept and
production art that follows in this art book.

— Mike McCain, Game Director

Joel DuQue // CONCEPT ILLUSTRATIONS


Jon Kay // GRAPHIC DESIGN
Mike McCain // ART DIRECTION
Jenn Ravenna // CONCEPT ILLUSTRATIONS
Maury Weiss // CONCEPT ILLUSTRATIONS
02 O P E N I N G C I N E M A T I C “A golden age of prosperity, upheld
by the great MechWarriors of old...”

The opening cinematic has the difficult job of trying to convey a thousand
years of BattleTech’s future history in about a minute. The initial imagery of
humanity’s first interstellar “jump” calls back to our relatively recent memories
of our first steps into space, and is thus immediately emotionally impactful.

The montage that covers our expansion to the stars tells a familiar story
of technological advancement and pioneering spirit, followed by prosperity.
For brevity’s sake, we skip over the early feudal wars and jump ahead to the
foundation of the Star League in 2571 - to illustrate its ascension, its ever-
expanding production of BattleMechs, and of course its inevitable collapse.
The downfall of the Inner Sphere’s Star League was lead by forces from the
Periphery, alliances of worlds on the edge of known space. The end of the
cinema leaves us at the beginning of the Succession Wars, which continue
for hundreds of years, bringing us finally to 3025 - the period of technological
decline and military exhaustion in which our BATTLETECH title takes place.

— Jordan Weisman, Executive Producer

Loïc Bramoullé // MOTION & VFX


Joel DuQue // CINEMATIC ILLUSTRATIONS
Mike McCain // CINEMATIC ILLUSTRATIONS
Jenn Ravenna // CINEMATIC ILLUSTRATIONS
03 C H A R A C T E R S Designing the cast of characters for
BATTLETECH’s story campaign.

Designing characters is such a fun part of any project. For me, figuring out
the ins-and-outs of what makes a particular visual style tick, and getting it
just right, is very important. BATTLETECH was such a new challenge for me
personally, as we had the opportunity to start from the ground up in designing
our original cast of characters to star in BATTLETECH’s Restoration campaign.
As a fan of the MechWarrior series as well, there was a lot of pressure!

I wanted to bring emphasis to the nobility of BATTLETECH, with flourishing


ornate patterns on top of harder structural lines to represent the rough,
technologicaly-fallen nature of the BATTLETECH universe. Designing for the
crew of the Argo, and the characters representing the various Noble houses,
were among my favorite parts of the character design process.

Below, you may notice some very different directions that we almost took a
few characters, as well as a few ideas left on the cutting room floor. Thank you
very much for supporting the project and I hope you enjoy the hard work in the
designs that myself and the team have put into the characters. It really was
an honor!

— Joel DuQue, Principal Character Designer

Joel DuQue // CHARACTER DESIGNS


Jenn Ravenna // ADDITIONAL CHARACTER DESIGNS
Maury Weiss // 3D CHARACTER ART
04 B A T T L E M E C H S “We feud across the stars with these
ancient and terrible machines...”

BattleMechs are the iconic war machines of the BattleTech universe! Our
‘Mech models are based on those built by the art team at Piranha Games,
creators of MechWarrior Online. The great work Piranha did on the original
assets gave us miles of a head start, but there was still a long road ahead to
make these ‘Mechs the stars of our game. In addition to re-rigging all ‘Mech
skeletons for our own animation tools, we also invested in what we called
“resurfacing”. This involved re-texturing every ‘Mech to work with Unity’s
Physically Based Rendering pipeline, and to give them a salvaged, patchwork
look to reflect the “technological retrograde” aspect of the 3025 time period.

An external 3D art team at CGBot set to work re-texturing these ‘Mechs, as


well as creating new damage geometry - so that our ‘Mechs can explode in a
shower of wreckage befitting that last-ditch DFA maneuver you launched from
across the map. Lighting rigs help add a sense of scale, and the glowy bits
provided by emissive maps hint at the future tech under all that armor.

With ‘Mechs at the heart of the BATTLETECH experience, we hope you enjoy
the care and detail that went into bringing these machines to life.

— Steven Rynders, Principal Character Pipeline Artist

CGBot // ‘MECH SURFACING


Piranha Games // ORIGINAL ‘MECH DESIGNS & ASSETS
Marco Mazzoni // PAINT SCHEMES, CUSTOM ‘MECH DESIGNS
Hollie Mengert // MECH ANIMATIONS
Jenn Ravenna // PAINT SCHEMES
Steven Rynders // MECH RIGGING
Maury Weiss // ‘MECH SURFACING
05 V E H I C L E S A host of vehicles to complement
Piranha’s BattleMech designs.

Support vehicles and turrets, while not the stars of the battlefield next
to ‘Mechs, play a key role in fleshing out the mechanized portion of the
BattleTech universe. Even though they are fun targets for stomping and multi-
shot, they can still be dangerous in larger numbers or when left unaddressed
– don’t underestimate them on the battlefield!

BATTLETECH’s vehicles and turrets were largely created by several talented


artists external to HBS. To name a few of the key players, we had the honor
of enlisting the help of one of the original ‘Mech and vehicle designers back
in 1984, Duane Loose, to update some his vehicles, as well as longtime
BattleTech artist Marco Mazzoni to flesh out the set. We were also lucky to
connect with Victoria Passariello, who created masterful 3D realizations of
these concepts, along with her work on our spaceships.

Our internal team, headed by Maury Weiss, put on the finishing touches of
getting all of these units into the game and making sure they get destroyed
with a satisfying explosion of metal bits! Hopefully you enjoy the role of these
supporting vehicles and turrets as they add variety and strategic challenges
during your missions.

— Chris Klimecky, Lead Producer

Duane Loose // VEHICLE DESIGNS


Marco Mazzoni // VEHICLE DESIGNS
Victoria Passariello // 3D VEHICLE ART
Chris Rogers // VEHICLE DESIGNS
Maury Weiss // ADDITIONAL 3D VEHICLE ART
06 E N V I R O N M E N T S The settlements and sweeping vistas
of the Rimward Periphery.

One of the most important things, when you’re talking about making a game
where giant walking tanks blast each other into scrap with arrays of futuristic
weapons, is where they’re doing the blasting. Our goal in BATTLETECH is to
give you the sense of being in a real place where real people live and die. The
word we kept coming back to as a touchstone was ‘naturalistic’. Not a game
level, not a carefully managed environment with waist-high cover, but a rolling
countryside. A jagged mountain pass. A wind-scoured desert basin.

The astonishing art that follows captures that touchstone perfectly. These
are places, not game arenas. These are the worlds where humans cling to a
marginal existence, or thrive and flourish, or suffer under a brutal dictatorship.

As Jenn’s concept art guides us through these distant visions of the future,
and the map art team brings these worlds to life, they keep us grounded in
the fundamental reality of these locations. Through color and detail, through
both familiar and alien elements, the very human universe of BATTLETECH can
emerge as a place worth fighting over, and fighting for.

— Kiva Maginn, Lead Designer

James Ball // 3D ENVIRONMENT ART


Cassidy Aquilino-Berg // 3D ENVIRONMENT ART
Joel DuQue // ADDITIONAL STRUCTURE CONCEPT ART
Zach Hartlage // 3D ENVIRONMENT ART
Mike Hines // TERRAIN GENERATION
Tristin Ishmael // 3D ENVIRONMENT ART
Matt Lucas // 3D ENVIRONMENT ART
Jenn Ravenna // ENVIRONMENT CONCEPT ART
Lee Scheinbeim // ENVIRONMENT RENDERING
07 S PA C E C R A F T Designing spacecraft and interstellar
travel in the BATTLETECH universe.

The Leopard and the Argo are the spaceships that carry your mercenary
company to their next job. We wanted our ships to look somewhat plausible
while still being part of a universe with giant, ancient BattleMechs. Our version
of Piranha Games’ Leopard takes some design cues from the real life space ​
shuttle, implying that the underside is covered in a heat resistant surface to
protect the ship on reentry.

The Argo is hundreds of years old, and the ship looks it! When first recovered
the ship is a hulk, barely holding together. Scaffolding is visible through gaps
in the hull and the interior is a mishmash of screens and hanging wires. Around
the Argo’s spine are the three habitation pods that rotate when the ship is
coasting, but fold back along the axis of thrust when undergoing acceleration.

There are many planets you can visit in the Periphery, the surfaces of which
are created with a combination of fractals and real world map data. The
atmospheres are drawn with a technique called raymarching to give a sense of
light scattering through the clouds. But more importantly, down there is your
next paycheck.

— Lee Scheinbeim, Principal Lighting & Rendering Artist

Will Avery // 3D ARGO INTERIORS


Joel DuQue // ARGO INTERIOR DESIGNS
Mike McCain // SPACESHIP DESIGNS
Victoria Passariello // 3D SPACESHIP ART
Lee Scheinbeim // SPACE RENDERING
Maury Weiss // 3D SPACESHIPS & INTERIORS
08 I N T E R F A C E D E S I G N Surfacing a universe of information
at the click of a mouse.

BattleTech has a history of complexity, and our game is no exception!


Presenting the sheer tonnage of information that a player might need was a
big challenge for our UX team. Our early designs locked onto high contrast for
accessibility, and an austere military feel to keep the UI rooted in the setting.
With each successive mockup or prototype, we tried to distill how to show the
right information at the right time: surfacing what’s important now, with icons
and layered information to help players decide what to do next.

As you can see in the images here, it took us a few tries! We’re very grateful
for the direct feedback from our players through early alphas and playtest
builds to help make sure we stayed on target.

After much collaboration and iteration, we arrived at a set of interfaces that


allow the player to manage lots of technical data in a way that felt informative
without being overwhelming. Hopefully in the end, you’ll feel empowered as a
MechCommander, able to evaluate your crew and the battlefield all while being
just a few clicks away from strategic and tactical decisions!

— Erik Fleuter, Lead UI/UX Technical Designer

Ryan Burrell // UI ART & DESIGN


Spencer Curtis // UI ART & DESIGN
Erik Fleuter // UI ART & DESIGN
Jon Kay // GRAPHIC DESIGN, ICONS & CARTOGRAPHY
Hollie Mengert // ACHIEVEMENT ICONS
Val Nunez // ADDITIONAL UI ART
Chris Rogers // UI ART & DESIGN
09 E V E N T S The trials and tribulations of running
a fledgling Mercenary company.

As you travel between contracts, or wait for Yang and his team to refit your
‘Mechs, you get glimpses of life aboard the Argo when Events come up. Many
times these are key decision points that can influence your Lance’s effective-
ness in combat, but there are also moments when you can catch a glimpse of
the less critical areas of the Argo, like the Lounge or Hydroponics Lab.

It’s in these quieter moments that you get a sense of what your crew is like in
between missions. You might find a traumatized MechWarrior in the MechLab
when she should be in bed recovering, or you might end up dealing with the
fallout of Yang’s terrible cooking. In each case, when you react to those events
you get a look at the day-to-day life of your mercenary company in between
combat drops.

Most of the images on the following pages were produced under contract by
the art team at Voracious Games, while the remainder were produced by the
HBS team.

— Chris Rogers, Lead Sim-Game UI/UX Designer

Anguel Bogoev (Voracious) // EVENT ILLUSTRATIONS


Aryo Jati Darmawan (Voracious) // EVENT ILLUSTRATIONS
Joel DuQue // EVENT ILLUSTRATIONS & STORYBOARDS
Sengamphon Lattanavong (Voracious) // EVENT ILLUSTRATIONS
Hope Lee (Voracious) // EVENT ILLUSTRATIONS
Chris Rogers // EVENT STORYBOARDS
10 B A C K E R P O R T R A I T S Nobles and mercenaries, heroes and
villains, and many generous Backers.

There’s something very special for me about playing a mission in BATTLETECH


with one of our Kickstarter Backers in my lance. Seeing their MechWarrior
portraits at the bottom of my screen gives me a sense of connection that’s
hard to adequately describe. This is one of the people who got us here. Who
believed in us. Who helped make this game happen.

We’ve felt their invisible support for the last two and a half years and now I
get to actually see them in the game and share the experience of playing to-
gether - at least in spirit. I love reading the character backgrounds we wrote
based on their instructions, and I love how Joel took the photographs they
provided and turned them into 31st Century MechWarriors.

— Mitch Gitelman, HBS Studio Manager

Joel DuQue // PORTRAIT ILLUSTRATIONS


Lisa Heidoff // ADDITIONAL PORTRAITS
David Kaye // ADDITIONAL PORTRAITS
SPOILER
WARNING
11 S T O R Y C I N E M A T I C S Bringing the characters and environs
of the Aurigan Reach to life.

In developing the BATTLETECH story campaign, we knew that we’d have three
primary storytelling tools at our disposal: in-mission dialogue (through which
we could advance the plot during individual story missions), group conversa-
tions (through which we could deep-dive into the politics and intrigue of the
BattleTech universe while simultaneously giving the player a chance to engage
in some light roleplaying), and story cinematics, through which we could do
any narrative heavy-lifting that our other tools weren’t suited for.

From the very beginning, we knew that a lot of our major narrative beats were
going to have to be handled through cinematics; these were events that would
be too large to convey on an in-game map or in a group conversation setting,
and we believe in the old adage that it’s better to show than to tell. The scripts
were written by myself, Mike McCain, and Mitch Gitelman, and were then
brought to life by our composer, Jon Everist, our VO cast, and the wonderful
people listed in the credits section below.

In case you couldn’t tell, I love these cinematics, especially the “History of the
Universe” sequence that opens the game. I hope that you feel the same!

— Andrew McIntosh, Principal Writer

Loïc Bramoullé // CINEMATIC MOTION & VFX


Joel DuQue // CINEMATIC ILLUSTRATIONS
Mike McCain // ADDITIONAL CINEMATIC ILLUSTRATIONS
Jenn Ravenna // CINEMATIC ILLUSTRATIONS
Chris Rogers // ADDITIONAL STORYBOARDS
Ben Zweifel // CINEMATIC ILLUSTRATIONS
Maury Weiss // ADDITIONAL CINEMATIC ILLUSTRATIONS
THANK YOU!
HAREBRAINED SCHEMES — 2018

END TRANSMISSION

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