In this update11
Full notes
Full Looters update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Events
- UI and audio
- Balance
Looters changes
Heisters, prepare yourselves for the longest Devlog ever made for Looters by Looters, as today we will be covering all the characters and the team working hard behind-the-scenes to bring them all to life! No spoilers!
Steam post image From left to right, top to bottom: Akim (Animator), Léa (Lead Character Artist), Céline (Art Director, Animator), Michael (Rigging Artist), Antoine (Animator), Julien (Lead Environment Artist), Jean (Environment Artist), Vincent (Character Artist), Éloise (Character Artist), Andrea (Character Artist), Noah (2D Concept Artist), Sébastien (Prop Artist), Kobiwan (Environment Artist), Benjamin (Tech Artist), Cassandra (Prop Artist)
The Goblins
Steam post image Goblin Concepts made by Céline (Lead DA, Concept Artist)
Goblin 1 (Tetine)
As you can see, the model has come a long way! After getting some great feedback from the team, we decided to lean into a more 'cartoony' style, dialing back the texture details to keep everything on-brand.
''Here is the model of our first goblin, which was inspired by the 3rd concept of our concept artist Céline. We wanted our goblins to be a mix of charming and goofy, while maintaining their mischievous look. As the Lead Character Artist, it was hard to create the first character for our game, ensuring every step could be explained and recreated by other people and trying to stay as close as possible as the reference while also trying to make a game, rig ready mesh in 3 weeks.'' - Léa (Lead Character Artist)
Visit Lea's portfolio by clicking here Interested in her work? Contact her here
Steam post imageGoblin 1 (Tetine) Rig made by Michaêl Simard (Rigger)
"I rigged the goblins using Advanced Skeleton, following a specific technical requirement. Even with the help of a plugin, I faced several challenges that pushed me to quickly improve my problem-solving and technical skills. I also worked on the cultists, where I built my first facial rig, marking an important milestone in my rigging journey. To deepen my understanding, I experimented with Unreal Engine’s Physics Assets, applying them to characters like the goblins to add secondary motion to elements such as ears and other small details, bringing more life and reactivity to the characters in-game. Through this project, I developed strong autonomy, resourcefulness, and the ability to collaborate closely with animators and other disciplines to create efficient, animator-friendly rigs. I’m really proud of what we’ve accomplished as a team, bringing a wide variety of characters to life through collaboration." - Michael (Rigger)
For animations showcasing Tetine's rig, you can click here Check out Michaêl's portfolio here
Goblin 2 (Teton)
Goblin 2 (Teton) Model made by Andrea Etingin (Character Artist)
"Hiya heisters, Andrea here! I'm the one in charge of marketing, lighting and Teton for the project. Hoping you've all enjoyed our devlogs until nowːsteamhappyːAs a character artist, I had the pleasure of making the second goblin for Looters. It was quite the challenging task, as I had to make my goblin based on the existing rig of the first goblin to alleviate the burden of our rigging artist and animators. Stylization has always been my biggest passion as a character artist. This project was not only a learning experience but was also an amazing way to teach me the process and pipelines of working as a character artist in a production, pushing me to adapt my personal style to fit a strictly established artistic vision and specific requirements. Hope you all enjoy playing as the sneaky and playful Teton." - Andrea
Check out Andrea's portfolio here Interested in my work? Contact me here
Goblin 2 (Teton) Rig made by Michaêl Simard (Rigger)
For more rig showcases of the goblin 02, you can click here
"Injecting life into a world that is already alive is perhaps what fascinates me the most. When we see the characters move, I can see the stars in everyone’s eyes as they realize that the project has just crossed a significant milestone. I was part of the character animation team as well as creating the game's trailer, that you might have seen in the previous post! The biggest challenge of this project was adapting to the way the game kept evolving. Sometimes we had to redo an animation because the programmers had changed a variable that made it buggy. Other times we had to create an animation for a newly developed mechanic, or we received feedback saying that an animation lacked clarity or fluidity. The large number of characters was also a challenge, because we often had to produce a considerable number of animations in a short amount of time while maintaining a high level of quality. I am very proud of the work I was able to accomplish, and also of having collaborated with my talented colleagues. I hope you will enjoy observing the actions of our characters during your play sessions!" - Akim (Animator)
Check out Akim's portfolio here Interested in his work? Contact him here
The Bag
Mimic Bag Concept Art made by Noah Nethercott (Concept Artist)
"I had the opportunity to make most of the creature concept art for Looters. The first thing I was put in charge of when joining the team was designing the bag character. It went through multiple iterations, but I'm very happy with how it turned out and I couldnt be more proud of our modelling, rigging and animation artists for bringing it to life. My favourite part of this job is getting to work with our talented team and seeing how our characters evolve over time." - Noah (Concept Artist)
Check out Noah's portfolio here Interested in his work? Contact him here
Mimic Bag Rig made by Michaêl Simard (Rigger)
For more rig showcases of the goblin 02, you can click here
"For this project I was put in charge of doing the UI/UX for the games, the animations, some illustrations, and a few concepts. Despite never working with very cartoony or non-human rigs, I had a lot of fun bringing the characters to life. My biggest challenge was animating the bag, despite it also being my favorite; with such a strange body and shape, it was really interesting to try and find ways to simulate human movement for a normally inanimate object. Overall the thing I liked the most about this project was being able to see the progress through the entire process and the beautiful final results. I consider myself very lucky to have worked on this game with such talented co-workers."
Antoine (Animator) Check out Antoine's portfolio here
The Cultist
Cultist Concept Art made by Céline (Lead DA, Concept Artist)
Cultist Model made by Vincent Marquis (Character Artist)
Cultist Rig made by Michaêl Simard (Rigger)
For more rig showcases of the cultist, you can click here
"I was in charge of character animations alongside two other animators as well as developing concept art for the characters. I had a lot of fun animating the lamb and the cultist. My biggest challenge was to figure out the stacking, how the characters layer on top another, what elements remain static versus animated, and how details like the robe behave. I had many discussions with the technical and creative directors and we managed to find solutions that advantage both the animation and programming side. I'm very proud of what the animation team accomplished, bringing so many characters to life through our collaboration and teamwork." - Celine (Concept Artist, Animator)
Visit Celine's portfolio by clicking here Interested in her work? Contact her here
The Rat
Rat Concept Art made by Noah Nethercott (Concept Artist)
Rat Model made by Eloise Gagne (Character Artist)
"I was in charge of making the rat for the characters in Looter as well as some other lootable props and foliage coming with the greenhouse. Biggest challenge was making the fur texture for the rat, since i had never done it before, getting the hand of it took a little bit more time. At the end it was a good challenge for me and i got to learn many new things that will help me forward with the next models." - Eloise (Character Artist)
Visit Eloise's portfolio by clicking here Interested in her work? Contact her here
Rat Rig made by Michaêl Simard (Rigger)
For more rig showcases of the rat, you can click here
The Lamb
Lamb Concept Art made by Noah Nethercott (Concept Artist)
Lamb Model made by Vincent Marquis (Character Artist)
Lamb Rig made by Michaêl Simard (Rigger)
For more rig showcases of the lamb, you can click here
The Knight
Knight Concept Art made by Antoine Halle (Concept Artist)
Knight Model made by Vincent Marquis (Character Artist)
"For the characters of Looters, I had the opportunity to be in charge of the cultist, the knight and the lamb. My biggest challenge for Looters was the Cultist, being my first organic humanoid character. Seeing it being animated was great, and it made me even more proud of what I achieved. My personnal favorites are the lamb and the knight. Watching the lamb move around in the game with the animations of our amazing animators made me fall in love with it. As for the knight, I just love armor and having the chance to make one for Looters was awesome." - Vincent
Visit Vincent's portfolio by clicking here Interested in his work? Contact him here
The Chicken
Chicken Concept Art made by Noah Nethercott (Concept Artist)
Chicken Model made by Lea Jalbert-Gonzales (Character Artist)
"The chicken was so fun to model, its always easy for me to work with Noah’s concepts and I love bringing them to life! For this model I challenged myself to do it in a few hours and I cant wait for players to see it in-game. Enjoy!" - Lea
The release is near, heisters!
You read it right, Looters will officially be available starting tomorrow (April 10th) in the afternoon. Brace yourselves and get ready to jump into a goofy and chaotic game along with a friend or partner, brought to you by the Partners in Crime team!
And as always,
👉 Add Looters To Your Wishlist NEOW!!
👉 Follow our shenanigans and development insights on Instagram
Source
Changelog.gg summarizes and formats this update. How we read updates.
