COMCEPT CONCEPT WEDNESDAYS: THE BIRTH OF A BOSS -- MIGHTY NO. 5 DEBUT!
Welcome back, Beckers (say that fast three times), to the first of our “Comcept Concept Wednesdays," our weekly exploration of official Mighty No. 9 art and character design, including the people and processes used to create and refine it.
You're in for a bit of a twofer today -- or perhaps we should say five...fer, as our inaugural episode actually focuses on a previously unseen boss: Mighty No. 5!
Typically, new boss reveals happen every Monday during our Kickstarter campaign, but with the holiday and general excitement of hitting our initial goal on that day this week, we thought it better to hold back. But that time is over now -- so let's jump right in!
Our host this week will be our director on Mighty No. 9, Mr. Koji Imaeda, who works with the artists at Inti Creates as well as Comcept's art director and internal artists to make sure necessary designs are created and move through the approval process. Today, Koji will explain to us how Mighty No. 5's current design came about...
PHASE 1: ROUGH IDEAS
We started off by asking our developer, Inti Creates, to come up with a boss design with a military motif utilizing heavy weaponry. These are some of the first images they delivered to us:
PHASE 1: INAFUNE’S FEEDBACK:
“The gatling gun is a personal favorite when it comes to heavy weaponry, as it packs a lot of aesthetic impact. It would be great if these designs could shift focus to the gatling. Additionally, the overall look should hint at how the character will attack in-game.”
PHASE 2: CONCEPTS REFINED
Next, new concepts were constructed incorporating Inafune's feedback. Designs from this point onward consisted of ideas from both the Comcept and Inti Creates sides:
PHASE 2: INAFUNE’S FEEDBACK:
“The Inti designs are too elaborate, and need to be simplified. Meanwhile, the Comcept designs feel a bit too restrained by the standards of the past. Designs reminiscent of the human anatomy are not a must here; instead of featuring a gatling held by a humanoid robot, let’s go with a gatling that looks like it’s actually sprouted limbs.”
PHASE 3: REBOOT
The design at this point was starting to become a bit unusual, so we decided that rather than finalizing just this one boss, it would be better to establish base concepts for all eight first. Then, based on those concepts, we would move onto drawing their silhouettes, and finally, we would seek approval from Inafune. So, staff from Comcept took to brainstorming the remaining boss concepts...
(above) The team put together documents with detailed info on each boss, such as their weapons, the type of stages they’ll inhabit, what weapons they’re weak against, and basic background info, which then led into the creation of basic silhouettes for all eight Mighty Number bosses.
PHASE 4: GETTING CLOSE
Now that No. 5’s basic silhouette was decided, the brainstorming continued into the advanced stages.
(above) That dude at the bottom left looks pretty creepy, doesn’t he? And it probably didn’t take too long for the devs to realize that the design of the guy next to him wasn’t gonna fly...
PHASE 5: A MIGHTY NUMBER IS BORN!
At last, we narrowed down the candidates and came to a consensus on the final design for the boss. Ladies and gentlemen, may we present to you... Mighty No. 5!
Handsome, eh? That about does it for this week’s edition of Comcept Concept Wednesdays -- as always, your feedback means the world to us, so let us know what you think, not only about Mighty No. 5, but about this kind of update in general! We’ve got more amazing boss designs to reveal in the weeks to come (you would not believe the sketches that passed through our hands today – so hot!), so stay tuned for those, and be sure to check back tomorrow for a look at our PAX panel debut.
-The Mighty No. 9 Team