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Goblin Boss battle concepts and storyboards

I was responsible for designing the Goblin King boss, Bandyshanks, as well as his boss arena/throne room for 2014's MagiQuest 2.0. I also generated some basic storyboards to help one of the animators.

Bandyshanks himself needed to be "action figure" style, with chunky, clean-cut shapes. He also needed to be bowlegged (hence the name), and have lightning-powered equipment that the player must knock off him with counterspells to finally defeat him. His lair also needed to reflect this, placing goblin stylings over a long-abandoned power plant, created by the esoteric Portal Nomads represented elsewhere in the game.

Down the pipeline, art director decided to tweak this bruiser's nose, ears, and equipment to be a more traditional "ugly" goblin villain, which can be seen in the final game.

Used with permission of Creative Kingdoms.

Orthos and equipment details. Since they needed to be knocked off, art director requested it keep these elements very simple: a shield, crown, breastplate+pauldrons, and lightning staff.

Orthos and equipment details. Since they needed to be knocked off, art director requested it keep these elements very simple: a shield, crown, breastplate+pauldrons, and lightning staff.

Head closeups

Head closeups

The final environment concept, plus callouts and exploratory thumbnails.

The final environment concept, plus callouts and exploratory thumbnails.

One of the animators was questing for ideas how to start, and so I drafted storyboards to give them ideas.

One of the animators was questing for ideas how to start, and so I drafted storyboards to give them ideas.