Akrid Designs from pencil to pixel
Overall I wanted the Akrid on this prequel to Lost Planet 1 to have several guiding principals
1. All Akrid detect prey by heat, and any heat signature the same size or smaller was fair game. They would actively avoid much larger heat signatures. As such they didn't necessarily need eyes. I followed a very Barlowe-esque series of rules, where the environment dictated the evolutionary traits.
2. The Akrid were highly adaptable to their environment. I thought up the idea that the Akrid have Hyperadaptive genetics, and that all Akrid came from a single type of larvae, that could mutate based on environmental or hormonal queues. Similar to how queen bees come from the same larvae as regular bees. The DNA contained in the larvae would be extremely complex, imagining many more sequences than any other living organism. This served to allow us to make the Akrid crustacean, insectoid, or mammaloid as we needed. It also helped to explain how the Akrid could survive the terraforming (read warming) of EDN III from Lost Planet 1 to 2.
3. All Akrid had to have the same glowing orange thermal energy weak points that were shown in Lost Planet 1. I didn't have it bound to the same locations, but told the artists to use both game-logical and aesthetically pleasing locations.
4. I used a methodology of wide-deep-final for all concepts, which made honing in on a design a lot easier and more enjoyable for the artists, while increasing predictability for production.
King of the Hill test animation footage courtesy of Blur Studios. They really loved the design of the Ice Crab and had fun with the creature. It felt really good to connect with Tim Miller and his crew, knowing they responded to our designs positively