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SPACE SALVAGE
Salvage: the process of cutting up
something old to build something new.
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THE ART OF CITIZEN SLEEPER
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THE ART OF CITIZEN SLEEPER
▲ Docking strut concepts, Gareth Damian Martin
THE ART OF CITIZEN SLEEPER
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MOCKUPS
User interfaces are incredibly important to my games, so when I am
trying out ideas I often pull images into photoshop and layer up graphic
elements over them. The above images also show visual styles I tested
out for Citizen Sleeper while I was trying to nail down the look of the game.
To me, the interplay between UI and 3D is incredibly important. Both need
to align to produce the right atmosphere and mood.
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EARLY PROTOTYPES
Those mockups became prototypes, as I started to build out basic ideas
in Unity with a working UI. In these, the "letterbox" UI quickly emerged as
a way of always framing the 3D station within the UI, to make it feel like
a window into a complex world. I really wanted that feeling of gazing out
of a window at a city and watching the movement and lights, all the time
imagining the stories of the people who live and work there.
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RING SCROLL
It wasn't until I tried a ring station that I
really felt the setting was working. While
the towers and struts meant the camera
felt locked to a limited view, a ring gave
a good overview of the station and more
importantly, felt fantastic to scroll along.
The moment I hooked up the mousewheel
to the ring's rotation I knew I was onto
something, and the project never looked
back since.
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THE EXTRACTOR
▲ Extractor sketches and final art, Guillaume Singelin
The look of the Extractor class is all about expressing the way the
Sleeper's bodies are tools for Essen-Arp; they are used up until they are
destroyed. Extractors are the Sleepers who, in particular, spend a lot
of time alone in dangerous places, so reference points were people like
saturation divers, who risk their lives welding together structures in deep
water environments.
THE MACHINIST
▲ Machinist sketches and final art, Guillaume Singelin
THE OPERATOR
The Operator is the Sleeper who is closest to the digital world of emulated
▲ Operator sketches and final art, Guillaume Singelin
COLLABORATIVE WORLDBUILDING
The process of writing and designing characters in Citizen Sleeper was Guillaume's beautiful sketches often inspired me to shift a character,
a fluid one. Most started off as an idea, a handful of references and a or gave me new insights into their personality, and this way of working
starting scene. While Guillaume sketched out tests I would often be even meant some characters emerged from rejected sketches originally
writing scenes at the same time, and so as the character developed we intended to be someone else entirely. To me this fluidity is incredibly
would always discover new things about them. Characters changed jobs, important part of keeping the story feeling fresh and unpredictable and
genders, stories and styles as the process went on. the characters feeling like they are living beings in a living world.
▲ Emphis sketches, Guillaume Singelin
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THE ART OF CITIZEN SLEEPER
EMPHIS
Emphis was the first character Guillaume drew for Citizen Sleeper, (I
▲ Emphis sketches and final art, Guillaume Singelin
asked him to do an art test after reading his incredible graphic novel
PTSD, and seeing the fan art of my last game In Other Waters) and I
knew immediately on seeing the finished design that I wanted to keep
working with him. Even now Emphis is a firm favorite design, with his
intense vibe, detailed cooking kit and intriguing scars.
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THE ART OF CITIZEN SLEEPER
▲ Sabine sketches, Guillaume Singelin
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THE ART OF CITIZEN SLEEPER
SABINE
Sabine changed many times in early development, from a Yatagan
▲ Sabine sketches and final art, Guillaume Singelin
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THE ART OF CITIZEN SLEEPER
▲ Ankhita sketches, Guillaume Singelin
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THE ART OF CITIZEN SLEEPER
ANKHITA
▲ Ankhita sketches and final art, Guillaume Singelin
The idea of a hardened mercenary who would have to reckon with the
realities of their career as a soldier-for-hire was one I had in mind for
Citizen Sleeper from the start. It seemed like the perfect way to explore
the intersections of violence and labor that haunted the game. But
Guillaume really brought Ankhita to life, making it easy for the player
to fall for her gruff attitude. When things do finally catch up with her,
Guillaume also managed to perfectly represent her shift, without under-
cutting the character.
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THE ART OF CITIZEN SLEEPER
▲ Ankhita sketches and final art, Guillaume Singelin
THE ART OF CITIZEN SLEEPER
ASHTON
I spent a lot of time with Citizen Sleeper
trying to think about ways to flip sci-fi
tropes on their heads, or examine them
further. There is so much easy violence
in sci-fi, so many excuses made for killers
and soldiers.
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NEOVEND
▲ NEOVEND sketches and final art, Guillaume Singelin
"Haunted Vending Machine" was the original pitch for NEOVEND, and
developing that idea into a visual that worked was a fun challenge. A core
part of the process was finding a shape that felt like a person or being, not
just a big flat cabinet. Guillaume's tendency to layer every character with
beautiful details really became a big part of this design, with the layers of
wiring, stickers and damage telling the story of this object.
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▲ NEOVEND sketches, Guillaume Singelin
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▲ Dragos sketches, Guillaume Singelin
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DRAGOS
Dragos, the first character I ever wrote in Citizen Sleeper, went through
▲ Dragos sketches and final art, Guillaume Singelin
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TALA
Citizen Sleeper is a game inspired by bars, both working in them and
▲ Tala sketches and final art, Guillaume Singelin
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THE ART OF CITIZEN SLEEPER
▲ Rabiah sketches, Guillaume Singelin
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RABIAH
Yatagan are a group that I really enjoyed writing into Citizen Sleeper. Their
▲ Rabiah sketches and final art, Guillaume Singelin
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YANNICK
Yannick went through a few iterations in both text and imagery as the So his distinct design is there to give a sense of loss, a feeling of someone
game was in development. He would come to play such a short and yet powerful, intriguing and intelligent emptied out to a husk. When Guillaume
vitally important role in shaping how the player understood Yatagan that suggested taking inspiration from the "sapeur congolais" style of clothing I
I wanted to try to express a lot of ideas with his design and behavior. In felt we hit on something that captured a sense of what Yatagan might be,
the end he is perhaps the most tragic figure in the game, and the “real” a community in the process of remaking itself on its own terms.
Yannick is someone the player never gets to meet.
▲ Yannick sketches, Guillaume Singelin
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▲ Yannick sketches and final art, Guillaume Singelin
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▲ Lem and Mina final art, Guillaume Singelin
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THE ART OF CITIZEN SLEEPER
▲ Mina sketches and final art, Guillaume Singelin
THE ART OF CITIZEN SLEEPER
ADULT MINA
These designs are part of a post-credits
scene that never came to pass. I often go
back and forth between leaving things up
to the player's imagination and playing
them out for real, but in this case it felt like
the player should be given the freedom to
imagine this ending. However, I included
these here so that you can have a picture
of how Mina might look at the end of the
Sidereal Horizon's voyage to Celis 1. ▲ Adult Mina sketches, Guillaume Singelin
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▲ Castor sketches, Guillaume Singelin
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CASTOR
Backgammon, Tabla (or Tavla in the world of Citizen Sleeper) is a game
▲ Castor sketches and final art, Guillaume Singelin
rich with symbolism. The board represents a year; each side contains 12
points for the months of the year; the twenty-four points represent the
hours in a day; the 30 checkers represent days of the month; the sum of
opposing sides of the die represent the 7 days of the week; the contrasting
colors of each set of checkers represent day and night. If a character could
touch all those things, could hold dice in his hand in a game driven by dice,
who would they be?
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▲ Castor final art, Guillaume Singelin
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▲ Bliss sketches, Guillaume Singelin
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▲ Moritz sketches, Guillaume Singelin
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▲ Moritz final art, Guillaume Singelin
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THE ART OF CITIZEN SLEEPER
RIKO
Riko combines so many things: Ideas
that never made it into In Other Waters,
Ursula K. Le Guin’s The Dispossessed,
Anna Tsing’s wonderful book, Mushroom
at the End of the World which had a huge
influence on everything in the game.
Guillaume said she reminded him of his
mother, and I think the emotion of that
comes through his designs so beautifully.
She carries a whole life, a whole network
of ideas with her, and I hope that shows.
▲ Riko sketches and final art, Guillaume Singelin
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HARDIN
Hardin's design follows a certain kind of logic about who we see (as a
▲ Hardin sketches and final art, Guillaume Singelin
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FENG
Feng’s design owes more than a little to the operator "Tank" from The
▲Feng sketches and final art, Guillaume Singelin
Matrix, both in his boundless enthusiasm and his swagger. There are
strands of Cowboy Bebop to his character too, and he is certainly the
most pulp sci-fi character the game has to offer. But beneath the attitude
is someone with a strong belief in putting people before systems and
institutions.
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THE ART OF CITIZEN SLEEPER
▲Feng sketches and final art, Guillaume Singelin
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▲Maywick and Ethan sketches and final art, Guillaume Singelin
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▲ The Stray sketches and final art, Guillaume Singelin
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▲Hunter and Killer protocols final art, Guillaume Singelin
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▲ Navigator sketches, Guillaume Singelin
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▲ Gardener sketches, Guillaume Singelin
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▲Gardener final art, Guillaume Singelin
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A LIVING RUIN
ENVIRONMENT DESIGN
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▲ Shipyard sketches, Guillaume Singelin
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THE FUTURE
Citizen Sleeper is a beginning. There are so many stories of the Surrogate
Systems and the Core that have yet to be told, and so many characters
left to meet. While neither Guillaume nor I know exactly how this universe
will continue to grow and in what forms, we are sure that it will. So thank
you for being here at the beginning of this journey, and we look forward to
sharing the starward journey with you in the future.
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