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Art Director’s Comment

“Resident Evil 7 character designs included some character models that were
different or didn’t even appear in the final version of the game, such as the dog.
Chris was originally going to be early middle-aged.”
Art Director’s Comment
“Initial rough drafts of Ethan and Mia when they were not going to be married
but strangers. Ethan was an investigator, and Mia was a missing person.”
Art Director’s Comment
“Family photo of the Bakers. When this picture was planned, the old woman and
young girl were separate characters.”
Art Director’s Comment
“Initial rough draft of the Baker family included a wide range of bizarre
characters. They included a violent father, mother made of bugs, trapper
brother, Mia was practically an invisible sister, twin younger brothers, and a
crazy grandma.”
Art Director’s Comment
“Another rough draft of the Bakers has each member associated with a
particular color. Jack was yellow, Marguerite was purple, Lucas was blue, and
Zoe was red.”
Art Director’s Comment
“Rough draft of Eveline, Chris, and Dave. The young boy in the middle was
originally the youngest Baker, Remy, but he was cut. Eveline ended up taking his
place.”
Art Director’s Comment
“Jack’s glasses were his key focal point for his character during early
development.

The image on the right is of his chainsaw fight.”


Art Director’s Comment
“The left shows an early design for a mutated Jack where he looked more like
himself. But this was later changed so the player could easily identify his weak
points.

The picture on the right is a design for Mia’s colleague, Alan.”


Art Director’s Comment
“One idea for Marguerite’s mutated form. We originally thought up a design
similar to earlier Resident Evil games with lots of body parts coming out of her.

But we ended up going for a new and refreshing design.”


Art Director’s Comment
“Design for Eveline’s final form, enlarged by mold. When we were designing her,
we had to show each department how every part of her fit together with the
head in the center.”
Art Director’s Comment
“There are rough drafts of Eveline’s final form. Her old woman form transforms
into a giant monster that absorbed her body.”
Art Director’s Comment
“The main antagonists were the Baker family so the designs of the general
monsters, the Molded, were some of the hardest ones. They needed to stand out
without taking attention away from the Bakers.

The Bakers look realistically human thanks to a technique using scanned


photographs so we wanted the Molded to not outshine them.”
Art Director’s Comment
“Design for the Four-Legged Molded. The name “Molded” comes from “mold” and
“transformed.”

We wanted the enemy names in Resident Evil 7 to be ones that the Baker family
might have come up with themselves.”
Art Director’s Comment
“Design for the Fat Molded. In the bottom right you can see how the Molded are
made. Victims are kept in cages, covered with mold, then left for two or three
days to turn.”
Art Director’s Comment
“The moment the Molded are born.”
Art Director’s Comment
“Rough draft for a type of white Molded that was axed. This was going to be a
female variety that had tentacles resembling hair. Underneath the “hair” was a
mouth-like appendage that extends out and attacks.

There were also early development plans to have an antibody gun that would
have been effective against the Molded.”
Art Director’s Comment
“Designs for Marguerite’s creepy-crawlies. From the top, there are adult and
young man-eating insects, as well as man-eating spiders that live in doorways.

They were made pallid in order to appear less repulsive. Insects found in some
real abandoned buildings in Louisiana were used as reference.”
Art Director’s Comment
“Art from early development of Resident Evil 7. This was the moment we decided
the setting, and from there the whole game was based in the American South.”
Art Director’s Comment
“The main dining room inside the house. There weren’t plans for a main house
and guest house at this point.”
Art Director’s Comment
“This was drawn when we were coming up with ideas for the guest house and
trying to work out the size and layout of the house.”
Art Director’s Comment
“An underground area where the family kept a terrifying monster that needed a
large feeding hatch.”
Art Director’s Comment
“Early concept art of the guest house. The size is close to the final version, but
the light coming in made it less scary. The final version was a lot darker.”
Art Director’s Comment
“Concept art for the guest house living room. This became the room where the
VCR was found in the release version of the game.

This layout became too difficult to understand and navigate in-game so it got a
complete overhaul.”
Art Director’s Comment
“Concept art for the second floor of the guest house. This was changed to the
third floor with a hidden staircase added.”
Art Director’s Comment
“Concept art showing Andre’s corpse in the guest house basement. One initial
idea was to have the player take the flashlight from Andre’s body.”
Art Director’s Comment
“Concept art for the scene in the guest house where Mia crawls up the stairs
towards Ethan.”
Art Director’s Comment
“The final design of the main house was based on on-site research of Louisiana.

The outside of the Bakers’ home is based on plantation houses that date back to
the American Civil War and the era of slavery in the US.”
Art Director’s Comment
“A rough design of the main house. Initial plans had a windmill in the front yard,
but later research revealed there are no windmills in Louisiana.

The house was also surrounded by open land and not the bayou, which didn’t
make it feel like a horror game at all.”
Art Director’s Comment
“The talisman design for Resident Evil 7. Made by Jack out of a cow head and
legs. We based it on images of mold, bacteria, and cells.”
Art Director’s Comment
“Early development concept art for the main house. The final version didn’t have
you enter through the front door. The layout for the second floor was also
completely different.”
Art Director’s Comment
“The dining room of the main house had a completely different feel from the final
version. The room and lighting atmosphere changed after on site-research.

One of the biggest differences was the main table. It used to be square, but we
found a round table in a Louisiana home which better suited the family coming
together.”
Art Director’s Comment
“The garage in the main house that you fight Jack in. Initial plans had the garage
and boiler together in a single room.”
Art Director’s Comment
“The sunlit entrance hall in the main house. This is very different from the final
version with the grandfather clock in the center and curved stairs.”
Art Director’s Comment
“Until the final version, early concept art included a large open yard.”
Art Director’s Comment
“This concept art for the entrance hall is much closer to the final version. The
room is full of furniture and several taxidermied animals, giving it a lived-in
feel.”
Art Director’s Comment
“Concept art for one of the shadow puzzles in the main house. These rooms
needed to be used for fights and puzzles, so we tried to make them as
disconcerting as possible.”
Art Director’s Comment
“Shadow puzzle in the old house.”
Art Director’s Comment
“Shadow puzzle in Lucas’ room.”
Art Director’s Comment
“The crow key, scorpion key, and snake key and their doors. On the right is the
design for the three-headed dog relief.”
Art Director’s Comment
“Concept art for the yard. There were always plans to have a trailer in the center
of the yard, trapped by the house around it.”
Art Director’s Comment
“Early on during development Zoe’s room was not going to be the trailer but a
room in the main house which Ethan saves her from.”
Art Director’s Comment
“The old house was once situated on solid ground but was flooded by a hurricane,
which is why it was separated from the main house and barricaded up.

Louisiana is a region that is often hit by major hurricanes, and we wanted to


show that the Baker family were impacted by them too.”
Art Director’s Comment
“You can see dolls in this concept art for the old house. We left objects associated
with children all over the house because that was where Eveline’s room is.”
Art Director’s Comment
“A web-covered room inside the old house.”
Art Director’s Comment
“This concept art for the old house shows an image of a room with a severely
damaged floor. Beyond that, you can see the staircase that leads up to the child’s
room.

Marguerite walks down the corridor with a candle to receive mold from Eveline.
The destruction in the room was caused by a hurricane.”
Art Director’s Comment
“This jetty behind the old house that leads to the bayou. The crow key is kept
away from the house in a remote location so no one can get to it.”
Art Director’s Comment
“Concept for an overgrown greenhouse where Marguerite used to grow her
plants. It was once a beautiful greenhouse but turned to ruin when Eveline
arrived. This is the location for the boss fight with Marguerite.”
Art Director’s Comment
“Concept art for mutated Marguerite. Her arms and legs are warped in a
terrifying way as she relentlessly pursues Ethan.”
Art Director’s Comment
“The child’s room in the old house that Eveline lives in. It’s full of toys for girls
like a doll house and dolls.”
Art Director’s Comment
“These dolls are unlike the ones in the entrance to the old house and are based
on the Molded. Eveline grows her family ever larger with the mold.”
Art Director’s Comment
“A temporary design for the room behind the child’s room where a life-sized doll
is seated instead of Eveline.”
Art Director’s Comment
“The final design for the room behind the child’s room where you can find the
body of the D-series. The ceiling was made to be low to give it a claustrophobic
feeling.”
Art Director’s Comment
“Concept art for Lucas’ section of the game. When you enter the room, there are
black lights, which make it feel almost like a nightclub.

This was to give players a new, different sense of fear from the rest of the family.
Blue and white were the key colors for Lucas.”
Art Director’s Comment
“‘Let’s Play’ written on the entrance to Lucas’ section of the game.”
Art Director’s Comment
“Continue into Lucas’ area, and it expands into white rooms covered in plastic
sheeting. Half-way through development, we decided to make tripwire bombs
Lucas’ main weapon of choice.”
Art Director’s Comment
“We wanted to make the design for Lucas’ area different from a traditional
haunted house. His avant-garde interests really stand out. It was difficult to get
the right balance between crazy and comical.”
Art Director’s Comment
“Concept art for when the Four-Legged Molded first appear in Lucas’ section.”
Art Director’s Comment
“More concept art for Lucas’ area.

A strange puzzle in Lucas’ section where various items are laid out, but the room
is white. This created a very unique space in the game.”
Art Director’s Comment
“You can see a number of strange puzzles scattered about Lucas’ section in this
place. They’re based not just on Lucas’ twisted interests but on the concepts of
“family” and “life and death.”

Such as a birthday cake being a symbol for life, while a picture of hanging corpse
and grave are connected to death, the goddess’ stomach symbolizes life, but it is
also accompanied by pain.

The mold infection does not have a strong grip on Lucas. As a result, he is filled
with the most hopelessness, joy, and desire for destruction.”
Art Director’s Comment
“Concept art for a cut boat fight when Mia and Ethan escape the house. The idea
was that the fight with Jack would take place in the muddy waters.”
Art Director’s Comment
“Concept art for the shipwreck, a destroyed tanker which Eveline split in two
with her powers. Louisiana used to have a thriving gas industry with a large
number of tankers.

Mia and her colleague Alan get passage on the tanker from Europe to the US,
pretending to be Eveline’s parents.”
Art Director’s Comment
“The aim of the shipwreck at the endgame was to give the player a renowned
sense of fear. A change of pace from the excitement of the fights and puzzles in
the Baker house.”
Art Director’s Comment
“Concept art for Ethan being trapped in mold by Eveline on the shipwreck.”
Art Director’s Comment
“Concept art for the mine, just in front of Lucas’ research lab. It’s a salt mine,
which is why the cave walls are white.”
Art Director’s Comment
“Concept art for Eveline creating mutamycete. This whole incident with the
Baker family was caused by a single girl wanting to create a network of mold
across the world in order to have a family of her own.”
Art Director’s Comment
“A concept design for Ethan from early on in Village’s development. He had a
backpack for his inventory instead of a suitcase.”
Art Director’s Comment
“Concept art of Mia reading the picture book. In our early drafts she was still
recovering from the incidents during Resident Evil 7 and was in a wheelchair.”
Art Director’s Comment
“Early plans had a mysterious masked person that saves Ethan. This was going
to be Ada Wong investigating the village, but this was cut due to a number of
conflicting scenarios.”
Art Director’s Comment
“A rough draft of an early design for Dimitrescu. Her concept was a bewitching
vampire with giant garden clippers.”
Art Director’s Comment
“Early development concept art for the Beneviento family, based around the idea
of a ghost family.

Their house was always going to be a single building in front of a giant waterfall.
The family were rake-thin parents and children wearing strange masks.

There’s also a picture of the wife who threw herself into the waterfall due to a
tragic incident in the past.”
Art Director’s Comment
“A rough draft of the monster Moreau. He was always going to be a disgusting
merman, and although his design didn’t change that much, the parasite on his
back was originally going to be a girl he once had feelings for. You can also see
the flooded village setting.”
Art Director’s Comment
“An early rough draft of the wolf men. There was going to be a scene where the
young men of the village drank from a chalice and turn. But this was eventually
cut.”
Art Director’s Comment
“An early draft of Heisenberg’s family. The biggest difference was that
Heisenberg was going to be a twin, and his mother was a subject for brain
experiments.”
Art Director’s Comment
“Heisenberg’s father was going to be the leader of the village, and the boss fight
with the mechanical mutation was originally going to be with him.”
Art Director’s Comment
“Early development rough draft of the leader of the village’s religion, before we
came up with Miranda. He was going to transform into a dragon-like monster,
but this idea was later used for Dimitrescu’s boss fight.”
Art Director’s Comment
“Early development concept art for the Duke, the merchant. From the very
beginning to the final game, he was always going to be a large character.

The Duke is a merchant and a foodie, and was going to be the fifth lord in early
drafts.

In Resident Evil 7 we utilized a photo scanning technique for the character


designs. But in Village we decided to be more creative and tried character
designs that didn’t look like regular humans.”
Art Director’s Comment
“The merchant’s carriage. Duke travels with his horse and carriage all over the
village. It’s his home, business, and means of transport.”
Art Director’s Comment
“The symbol of the merchant is a lantern decorated with goat bones. The idea
was that you would know it was a safe location, even from a distance.

We have a number of designs, but decided a round silhouette would be more


impactful.”
Art Director’s Comment
“A rough design for the remains left by enemies when you defeat them. The
overall balance needed to be achieved in the thumbnail image.

The remains for Dimitrescu and V ârcolac are different from the final version,
which has a more ornamental feel.”
Art Director’s Comment
“The typewriter for Village was designed to be distinguishable from previous
games like Resident Evil 2 and Resident Evil 3.

The costumes and objects are based on 1960s designs, including the typewriter.”
Art Director’s Comment
“Even from early development the same gameplay as Resident Evil 7 was used,
which meant using item boxes.

However, as development went on we decided to change the game to be more


like Resident Evil 4 and removed the item boxes.”
Art Director’s Comment
“Design for the labyrinth based on Castle Dimitrescu. The labyrinths were
designed after something you’d see at the end of the 19th century and were
originally going to be tributes to the Four Lords.”
Art Director’s Comment
“The labyrinth on the left is Beneviento’s and was based on Donna’s area. The
path passes through a graveyard and over a waterfall via suspension bridges.

The labyrinth on the right is based on Moreau’s reservoir, with the windmills in
the center. There was also a design of the fishing village with boats when it
wasn’t flooded.”
Art Director’s Comment
“Heisenberg’s labyrinth is based on his factory. It uses train tracks between a
house and the factory, moving into the coal mines.”
Art Director’s Comment
“Early development concept art. Initial ideas had the story switching between
the village in modern day and the past, set in medieval times.”
Art Director’s Comment
“Two early designs for altars in the church that display the castle gate reliefs.”
Art Director’s Comment
“An early design for an altar in the village that displays a castle gate relief.”
Art Director’s Comment
“An early design for the safe rooms had a camera as the save point instead of a
typewriter.”
Art Director’s Comment
“Storyboard for the lycan’s first appearance. We wanted them to have a wild and
animalistic image unlike the zombies and Ganados of the previous games.”
Art Director’s Comment
“Storyboard for Ethan’s trial with all the lords. At this point in development, it
was still the hag followed by the four lords.”
Art Director’s Comment
“An early plot point was to have Ada, disguising herself with a mask, help Ethan
escape from his trial.”
Art Director’s Comment
“This storyboard shows the end of the trial scene, as well as Miranda’s
experiments. Miranda was initially going to be a researcher investigating the
village’s strange creatures.”
Art Director’s Comment
“Concept art for an event that happened in the village before Ethan arrived. The
surviving villagers had locked the gate because of the number of people killed by
the lycans, sealing it with the Winged Key.”
Art Director’s Comment
“Castle Dimitrescu concept art. You can see Dimitrescu casually drinking blood
as if it was wine.”
Art Director’s Comment
“Concept art of the flying enemies in the courtyard of Castle Dimitrescu.”
Art Director’s Comment
“Early concept art of Castle Dimitrescu. This was cut from the final version, but
this was where Ethan was going to fight Dimitrescu.”
Art Director’s Comment
“Concept art for the gate leading to the lycans’ lair. We came up with a few
designs for the gate that leads to the Stronghold.”
Art Director’s Comment
“Early concept art for the “birth” of lycans. A victim is slowly encased in mold
and then emerges transformed.”
Art Director’s Comment
“Moreau concept art where he watches old romance movies and falls into
melancholy. He also loves eating cheese.”
Art Director’s Comment
“Concept art for one of Donna’s dolls. It has a hidden pair of scissors inside it that
it uses to attack Ethan.”
Art Director’s Comment
“Concept art for one of Donna’s dolls that turns into a spider-like monster.”
Art Director’s Comment
“We had a number of ideas for Donna’s dolls including one with knives coming
out of its back and a few wielding in their hands.”
Art Director’s Comment
“Cut design for a large lycan who commands two chained V ârcolac.”
Art Director’s Comment
“Various lycan weapons, including a spiked hammer, torch, and sling.”
Art Director’s Comment
“Various lycan weapons, including a hunting knife and scabbard, sledgehammer,
and more torches.”
Art Director’s Comment
“Lycan equipped with claw-like weapons which are made from a variety of
blades found throughout the village.”
Art Director’s Comment
“Designs for armor used to protect the lower half of the body.”
Art Director’s Comment
“Concept art for a temple close to Heisenberg’s factory. This was initially going
to be the spot where Miranda sat on her throne and conducted the ceremony.”
Art Director’s Comment
“Miranda’s throne. There was going to be a scene where Miranda set here
holding Rose during the ceremony.”
Art Director’s Comment
“Concept art for Heisenberg’s factory where Ethan is chased by the Soldat series.
If the reactors in their chests are destroyed, then the parasite inside will attempt
to escape.”
Art Director’s Comment
“Designs for various Soldat reactors, but the final design was a grotesque
mechanical heart.”
Art Director’s Comment
“Concept art of a day in the life of Heisenberg. Night after night his modified
henchmen dig up corpses from the graveyard to be used in his metal army.”
Art Director’s Comment
“Boss fight with mutated Heisenberg where he turns into his final form.”
Art Director’s Comment
“Concept art for Chris’ part of the game. Although we were unable to explore
these characters in depth, the details behind Chris’ team, the Hound Wolf Squad,
have been pinned down.”
Art Director’s Comment
“Storyboard from when the player takes control of Chris to the point where he
infiltrates the village. One plan was to focus on each member of the Hound Wolf
Squad.”
Art Director’s Comment
“Storyboard of Chris fighting alongside the Hound Wolf Squad inside the village.”
Art Director’s Comment
“Storyboard of the BSAA arriving at the village, as well as saving Mia.”
Art Director’s Comment
“Rough design for mutated Miranda where she was going to transform into a
mold creature.

The final design looks more like Miranda which worked better for the plot.”
Art Director’s Comment
“Storyboard for the end game with Ethan’s death and Chris’ decision, creating a
sense of uncertainty as a helicopter flies over the village.”
STORYBOARD FOR THE END CREDITS

“Long ago, a child was born to a family. The family lived in peace… for a while.
One day a sickness fell on the village and one by one, the people began to die.

The wife too succumbed to the illness. There were more graves than survivors. It
wasn’t long before the daughter got sick. But Miranda used the Cadou to create
a miracle, and she became a saint.

Then the villagers infected with the parasite Cadou, turned into lycans.”

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