In the end, despite different creation processes, both card and miniature complete each other to the deepest levels, working together to present Relics Untold’s characters in all of their singularity.
by Alvaro Ribeiro, Art Director
Hello, guys, Alvaro here! If you are already amazed by the art we have released so far, then you are really going to love this post. Let’s talk about the incredible experience it has been to work in Relics Untold, diving deeper into some nuances, such as the differences and challenges when creating art for cards and miniatures.
As a game with many deliverables, one thing is for sure: we have to create at least two versions of every character and creature. For us, artists, that is actually a great thing! We see it as an opportunity to display two distinct interpretations of the same Unit, each one with its own resolution and particularity.
When 3D sculpting miniatures, there’s a lot we can’t do. Luckily, there’s also a lot we can actually do. Inevitably, we have to simplify some details, which might seem weird at first, since you are used to our miniatures at Loot Studios being some of the most realistic STLs in the world, and so will be the ones in Relics Untold. But the truth is, in comparison to illustrations on cards, we have to cut out a lot of minor details.
This is mainly because of the 3D printing process itself. The miniature we design has to be printable, in a way that, although we want to display a skin or cloth as realistic as possible, fine expression lines and other subtle marks have to go. That makes us work harder with more visible and prominent details, for example, a big scar on the cheek, or a backpack with trinkets, still presenting you with a final miniature that seems real enough.
Also, it is harder to identify which artist sculpted which miniature, since although they have their own uniqueness, they are still very similar aesthetically speaking, a necessary step to create and maintain a functional game.
In the cards, on the other hand, we have space to display a different point of view. Since there are no printing limitations, we can work not only with finer and barely visible details, but also explore specific painting techniques to create interesting and/or unusual visual effects.
Here, every artist gets to show off their personal style (within a range of course, to maintain stylistic unity, as we’ve mentioned in a previous post), through shadow and light, and unique lining or coloring. And that is, after all, what makes our art stand out.
In the end, despite different creation processes, both card and miniature complete each other to the deepest levels, working together to present Relics Untold’s characters in all of their singularity. And that comes straight from the idea that, in Selejia, no one is truly good or bad, and every living being has hidden intentions and secret desires. For example, looking at the miniature we may see an angry face, but looking at the card as well, we can see the pain behind it.
That is definitely one of the most gratifying aspects of working in Relics Untold. Everything is planned, everything is tirelessly analyzed and carefully designed. And that, my dear Seekers, is where the true magic lies.
But what about the Relics and the Spells, which have no miniatures, you might be thinking? Well that is indeed another creation process. So stay tuned, because we will definitely be talking about it in future posts.
The common belief is that the magic of the Anush-Vah came from Ptan-Ravalum, the queen-priestess who stole the power of creation from the Everlasting, the Anushamatra itself. What was an act of revenge and a way to save her people, paved the way for a whole new belief and arcane basis never seen in Selejia before.
While the Order sees magic as a taming of chaos, the Conclave sees it as the clay through which the ancient, powerful magics of the Agnar before the Fall can be given form once again.
Some Seekers are much closer to the classic definition of a hero than others, but all of them have the power to change the world in some significant way.