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The Art Director's Notebook is a series of files featuring conceptual art and commentary from the art director (presumably Tomonori Takano) of Resident Evil 6. The files can be unlocked on Resident Evil.net after linking the account with a valid copy of the game. Each file is acquired for 500 RE Points.

After purchasing certain files, such as those for Carla Radames or Ustanak, a special golden file will be unlocked. These special files cannot be obtained without unlocking other files first. These files are marked below as "Special File".

J'avo[]

J'avo Concept Art
"The J'avo were initially supposed to cry black blood from their eyes, so I thought I would make them look like they were in a lot of pain and were stressed by distorting their faces and giving them white hair."
— The Art Director's Notebook, J'avo


Neo-Umbrella[]

Neo-Umbrella Soldier[]

Neo Umbrella J'avo Concept Art 1
"This was done before the J'avo design was finished.

I tried to make a modern design, but it wasn't strange enough so it wasn't used. They wanted the helmet to be strange and cool, like no technology ever seen before, but also be something that people would recognize.

I think we found a good compromise in the end."
— The Art Director's Notebook,
Neo-Umbrella Soldier


Neo Umbrella J'avo Concept Art 2
"Variations were needed, so I had to come up with some, but cost restraints only allowed us to redesign the mask portion of the outfit; it was difficult trying to come up with something that was distinguishable only by its head part. I had a lot of crazy ideas (heh heh), but in the end, we went with the most subtle version."
— The Art Director's Notebook,
Neo-Umbrella Soldier


Neo Umbrella J'avo Concept Art 3

Special File

"It was "anything goes" at this point, and, considering the setting, I wanted this to be approved. If a new kind of soldier was needed, I thought it would be nice to have a commander-type with a weapon that no one had ever seen before."
— The Art Director's Notebook, Neo-Umbrella Soldier


Neo Umbrella J'avo Concept Art 4
"I kept this design simple and made the mask look like a space suit helmet. I also wanted to add in elements inspired by the jewel beetle and thought that maybe the constant reflection of the environment would keep the appearance of the mask constantly changing, which would give it a creepy feeling."
— The Art Director's Notebook, Neo-Umbrella Soldier


Neo Umbrella J'avo Concept Art 5
"I just did this because I wanted to draw something solid-looking!

If the mask was any bigger, the motion of the character would be affected.

Since this design didn't have much impact and was starting to lose the sense of a Neo-Umbrella soldier, it was dropped."
— The Art Director's Notebook,
Neo-Umbrella Soldier


Neo Umbrella J'avo Concept Art 6

Special File

"This one is totally ignoring practicality in favor of design. The animators would have had a hard time animating this character so it was dropped. Even though it wasn't very popular around the office, I still thought it looked pretty sharp."
— The Art Director's Notebook,
Neo-Umbrella Soldier


Neo Umbrella J'avo Concept Art 7
"it's more like a shield than a mask at this point. If you looked at it from afar, it would have just looked like a big triangular metal plate with eyes."
— The Art Director's Notebook,
Neo-Umbrella Soldier


Neo Umbrella J'avo Concept Art 8
"After trying all sorts of things, I finally came up with this for the final design. The large metal jaw piece looks like a fencing mask, don't you think? I drew this to stick with the insect theme and took inspiration from cicadas and grasshoppers."
— The Art Director's Notebook,
Neo-Umbrella Soldier


Neo Umbrella J'avo Concept Art 9

Special File

"The cord protruding from the cervical vertebrae is the J'avo's third eye, which it can use to cause mutations in other parts of its body, sense enemies, and communicate with fellow J'avo from a distance. The mask also keeps the J'avo's body temperature in check so that it doesn't get too hot, which would cause it to morph into a cocoon."
— The Art Director's Notebook,
Neo-Umbrella Soldier


Noga[]

Noga-Trchanje[]

Noga-Trchanje concept art 1
"This is my favorite mutated-body design. This creature doesn't have eight legs like a real spider, but six legs made it look insect-like, so I settled on this design. I drew this to show how the creature will flip over once its legs have sprouted."
— The Art Director's Notebook, Noga-Trchanje


Noga-Trchanje concept art 2
"This is another version of the spider mutation, Noga-Trchanje. Since this version would have been shorter than the player, it would have lost some impact, so it wasn't used."
— The Art Director's Notebook,
Noga-Trchanje


Noga-Skakanje[]

Noga-Skakanje concept art 5
"This version is more like a bipedal dinosaur than the final version. I thought about giving it a weighty feeling, but then I decided to make it a jumping type in order to make it seem more insect-like."
— The Art Director's Notebook, Noga-Skakanje


Noga-Skakanje concept art 4
"I had to rethink the size of the creatures in order to fit with the pre-determined sizes of doors and windows in the game."
— The Art Director's Notebook, Noga-Skakanje


Noga-Skakanje concept art 1

Special File

"I gave this creature some extra legs on its back to make it more intimidating, but they were difficult to handle in the game engine so we didn't use them in the final design."
— The Art Director's Notebook, Noga-Skakanje


Noga-Skakanje concept art 3
"This is a rough sketch that is close to the final version. Making it taller definitely makes this creature more threatening — it's big enough that it makes the player look up when it's nearby."
— The Art Director's Notebook,
Noga-Skakanje


Noga-Skakanje concept art 6
"You can see from the side how the legs fold up like a flea's, and then stretch out when the creature jumps. I thought that by allowing the creature to change like this I could make it creepy."
— The Art Director's Notebook,
Noga-Skakanje


Noga-Let[]

Noga-Let concept art
"Even at this rough stage this creature was already looking extravagant. I thought I would use the same lower body parts as I did for the spider-like Noga-Trchanje. This wasn't to lower production costs, but because I wanted the modelers to be able to focus on the wings of the creature."
— The Art Director's Notebook,
Noga-Let


Noga-Oklop[]

Noga-Oklop concept art

Special File

"I had planned on making the shield, torso, and leg mutations have a shell-like texture. This would have given the creature high defense at the cost of fast movement. But, in the end, this creature was made more action-oriented in order to make the game more interesting."
— The Art Director's Notebook, Noga-Oklop


Ruka[]

Ruka-Khvatanje[]

Ruka-Hvatanje concept art 1
"I gave this creature one stance signaling when it would grab and another one when it was just idle. I thought that since it could grab the player from afar, it would be best for the player to be able to tell what it was about to do. I wanted the creature not only to look good, but also to provide a good experience for the player."
— The Art Director's Notebook, Ruka-Khvatanje


Ruka-Hvatanje concept art 2
"To help organize my thoughts, I drew a rough sketch of the creature grabbing a player who was taking cover. The sketch on the right represents an idea for the arm to be normal and only mutate when it stretches out to grab. However, this was thought to be a little uninteresting, so it wasn't used."
— The Art Director's Notebook,
Ruka-Khvatanje


Ruka-Hvatanje concept art 3
"This is another version of the snatcher mutation. There was a lot of trial and error trying to make the moment of mutation and the snatching action more shocking.

Even though the arm would fold up, this design didn't feel consistent with

the insect theme, so it wasn't used."
— The Art Director's Notebook,
Ruka-Khvatanje


Ruka-Bedem[]

Ruka-Bedem concept art

Special File

"I had a hard time figuring out how to follow the direction of having something that looks like a shield that grows out of the creature's body. If I didn't get the balance right, it would look too man-made and comical. I focused a lot on texture, shape, and movement to make this look right."
— The Art Director's Notebook, Ruka-Bedem


Telo[]

Telo-Eksploziјa[]

Telo-Eksplozija concept art
"As you can probably tell, I wanted to make it look like this creature

was about to explode.

I thought that I could make the design simple if I just made his physical behavior grotesque.

At first, I was just going to make it so that its stomach swelled up, but I decided it would be best if the player was able to see the large swelling from all angles."
— The Art Director's Notebook,
Telo-Eksploziјa


Telo-Krljusht[]

Telo-Krljust concept art
"This mutation causes the least amount of change to the infected subject compared to others. Even though this design doesn't represent the insect theme very well, the parts of this creature were inspired by the wharf roach. In order for the pre-mutation and post-mutation animations to stay the same, I left the joints where they were and just changed their appearance."
— The Art Director's Notebook,
Telo-Krljusht


Glava[]

Glava-Dim[]

Glava-Dim Concept Art
"This smoke-shooting mutation was originally supposed to have only an arm mutate. I had to redo the design for the final version to make the head mutate instead."
— The Art Director's Notebook, Glava-Dim


Glava-Smech[]

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"At first, I thought about giving the mouth on the head a lot of flare when it opened, but then I thought that, since the impact of that would only be seen during its attack, it would be better to give it a design that would have an impact on the player even when it wasn't attacking. I tried to make the symbols for its weak points match those on the bomb mutations and other creatures."
— The Art Director's Notebook,
Glava-Smech


Glava-Smech concept art 2
"You would hardly notice it in the game, but there are faces growing on each side of the clamp-like head due to the fact that the head had to be regrown."
— The Art Director's Notebook, Glava-Smech


Glava-Sluz[]

Glava-Sluz Concept Art
"The final version of this mucus-shooting creature turned out to look like an alien, but I had originally imagined it to look more like it had a mouth that looked like a vicious camel spider. However, when you look at the creature as a whole, it doesn't have much impact, so this design wasn't used."
— The Art Director's Notebook, Glava-Sluz


Glava-Begunats[]

Glava-Begunuts Concept Art

Special File

"Since this creature was meant to cause chaos, I thought I would give its appearance a sort of failed-mutation effect. However, since the number of creatures was starting to grow and it would be hard to differentiate this one from some of the others, I decided not to make its head human-sized."
— The Art Director's Notebook, Glava-Begunats


Mutations[]

Mutation Variations[]

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"I started doing thumbnail sketches at this point in order to get an overall idea of how the mutations were looking. I wasn't planning on making these the final versions, but a lot of them did end up becoming so."
— The Art Director's Notebook, Mutation Variations


Flying Creature[]

Resident Evil 6 deleted material - Flying Creature
"There was an idea for having aerial battles, so a flying creature was needed. I looked around for gross-looking insects and eventually used the plume moth for this design. There were already a lot of humanoid creatures, so I wanted this to get used, but the need for a flying creature was dropped early on in development."
— The Art Director's Notebook,
Flying Creature


Zombie[]

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"I didn't think too deeply about the normal zombie design — I just tried to get across the general "zombie" idea. The director wanted us to focus on showing that these zombies used to be people who lived normal lives and the player should see that in their design."
— The Art Director's Notebook,
Zombie


Zombie Dog[]

Zombie Dog Idea[]

Zombie Dog C concept art 1
"This is the first rough sketch I did for this project.

I like German Shepherds and thought it would be good to have them show up in the game, even if they weren't zombies.

Stray dogs are scary in their own right, and I really like the impact that hound dogs have, so this is something I wanted to put in the game."
— The Art Director's Notebook,
Zombie Dog Idea


Zombie Dog C[]

Zombie Dog C concept art 2
"I didn't think too deeply about the zombie dog design either, but just stuck to the old design. I thought it might be interesting to be able to kill them using a jaw-breaking technique. This drawing's of a Doberman and I wrote a memo about how it would show up in the China stages, but it seems that would probably be inaccurate since most dogs in China seem to be mixed breeds. So I guess this drawing wasn't very helpful!"
— The Art Director's Notebook,
Zombie Dog C


Whopper[]

Whopper concept art
"The game's door sizes were in the process of being decided, so I just did a rough drawing of this creature to be large with exaggerated muscles and left the details up to the modelers. Originally, the player was going to have to shoot the Whopper multiple times until a weak spot in its stomach was exposed, but this proved to be a little too complicated so we went for a simpler design."
— The Art Director's Notebook,
Whopper


Shrieker[]

Shrieker Concept Art
"I thought about reusing some zombie parts for this one, but after thinking about the overall collection of mutation types and their shapes, I decided to change the balance of this creature's body slightly. The upper body is designed so that it will stand out from other zombies."
— The Art Director's Notebook,
Shrieker


Ubistvo[]

Ubistvo concept art
"This is a mutation with a chainsaw. I tried to make it look like it had been born fully mutated from a cocoon. This is the design used in the game. I had a hard time making the chainsaw look organic, so, in the end, I left it up to another designer."
— The Art Director's Notebook, Ubistvo


Strelats[]

Strelats concept art
"This is an idea for a creature that shoots needles.

We didn't have the animal motif at this stage, which is why it looks more human than the final version.

Since we already had a lot of humanoid creatures, we wanted to make this creature stand out in terms of its shape and motion. I figured that this design would change eventually, so I didn't worry too much about pinning down exactly how it would look at this stage — which is why this drawing is so rough!"
— The Art Director's Notebook,
Strelats


Napad[]

Napad concept art
"This was the so-called Hunter. There was no talk at first of the animal motif, so I just took the basic design of the Hunter-type creatures from previous games and attached some cocoon-like parts to it. Strong armor was always a part of the design even at this early stage."
— The Art Director's Notebook,
Napad


Lepotica[]

Lepotica Concept Art
"The director wanted a zombie that had a motherly form and gave life to new zombies, so I tried to do that with this design. The muscles being pulled back make it look like it's laughing, which gives it a creepy look."
— The Art Director's Notebook,
Lepotitsa


Iluzija[]

Iluzija Concept Art
"In the beginning, the only thing decided for this creature was that it would attack by stealth, so I tried out various ideas. I thought that it could look like a sneaky deep-sea jellyfish that hides and attacks stealthily."
— The Art Director's Notebook,
Iluzija


Brzak[]

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"This is a rough sketch of a water-dwelling creature inspired by small sharks. It looks fish-like, but I designed it with the intention of it retaining the human victim's muscle and bone structure. I originally designed it to be capable of attacking the player both in the water and on land."
— The Art Director's Notebook,
Brzak


17grp048
"This is another version of Brzak. I drew this one to look like an ugly mermaid. I wanted to keep traces of the human victim apparent in this design as well, so I pulled the legs together into a tail fin and flattened the basic human skull structure in the head."
— The Art Director's Notebook,
Brzak


Ogroman[]

Ogroman concept art 1
"I did this sketch when the only thing decided about this mutation was the area that it would appear in. I thought I would try something new, so I made a huge creature whose cells were bubbling out of its body. I designed it so that its body would be constantly forming and falling apart in a fluid, water fountain-like fashion."
— The Art Director's Notebook,
Ogroman


Ogroman concept art 2
"This is another version of Ogroman. I had done a skinny version and a fat version, but the fat one was too much like a creature from the previous game, so I went with the skinnier, pale-skinned version in the end."
— The Art Director's Notebook, Ogroman


Ogroman concept art 3
"This is an idea for a scene where Ogroman is brought in with restraints. I thought it would interesting to see such a big creature being carried like this. I remember trying to work out which parts of him should be restrained and in what manner in order to get him into this pose."
— The Art Director's Notebook,
Ogroman


Deborah[]

19zrn043
"This mutation for Deborah was actually planned out very early on. I wanted to make her erotic, so I kept the human form and just gave her a creature-like texture."
— The Art Director's Notebook, Deborah


Carla[]

Carla Radames[]

20eD9063
"The only thing decided for this creature in the beginning was that it would be called "Infinite Transformation." I tried to show its large scale by drawing human figures alongside it. Instead of thinking of this as just a creature, I like to think of it as a natural disaster instead, like a hurricane. Having an enemy that looks impossible to defeat gives you a reason to strategize."
— The Art Director's Notebook,
Carla Radames


208mp064
"This was drawn in the early stages when we only had a loose idea of the plot and setting. I thought that maybe Carla hated Ada and that it would be interesting to have them bicker as they fought."
— The Art Director's Notebook, Carla Radames


20wks065
"This is a sketch of Carla coming after Ada as she eats through a room. She has lost control of her own power; the crazier she gets, the more Ada's cool headedness stands out. I thought that, as long as the pair had good dialog, this contrast could be emphasized with over-the-top visuals."
— The Art Director's Notebook,
Carla Radames


20yE7066

Special File

"In this image she stands before a giant face that looks like her own. Even though I drew this, I wasn't really convinced of its plausibility, so even now I feel like this might not have been the best idea!"
— The Art Director's Notebook,
Carla Radames


20WMV067
"This is Carla attacking an aircraft carrier. I think it has a retro feel to it that makes me want to play a level like this in a side-scrolling action game. :)"
— The Art Director's Notebook,
Carla Radames


20n5I068
"In this sketch, she is being attacked by multiple copies of herself. If time had allowed, I would have drawn this more in the style of a religious painting. Being attacked by yourself in this way seems to me to have some kind of hidden meaning."
— The Art Director's Notebook,
Carla Radames


202tm069

Special File

"This is a sketch detailing the different elements required for the mutation. I had created an enemy with a similar design in the past so I used the same techniques when designing this one. I told the modelers that I wanted Carla's mutation to be like the claymation work done by Jan Švankmajer. I was very pleased with the final result."
— The Art Director's Notebook,
Carla Radames


Ustanak[]

218yK023
"This was the first design I came up with for Ustanak, which resembles Nemesis. I wanted to make him different, but, in order to make him look strong, I also wanted him to have the same amount of body mass as Nemesis. I did this design at a time when hardly anything about the game was even decided, so I just focused on making something large and humanoid."
— The Art Director's Notebook, Ustanak


21F5j024
"This design is basically just a skinny Nemesis. I kept it simple because I figured that once it was in the game it would be brought to life in ways that would make it work."
— The Art Director's Notebook,
Ustanak


212AQ029

Special File

"A concept sketch of Ustanak in battle. In Jake's scenario, he and Sherry fight Ustanak together, so I tried coming up with battles that would be interesting for both of them."
— The Art Director's Notebook, Ustanak


21WQS025
"When I made this design, I thought that it might be a cool idea to have the weapon on his arm change for each stage. Since the idea was to have him capture his prey, I gave him giant claws. I imagined that he would use the leather clothing hanging from the sides of his waist as body bags for his victims."
— The Art Director's Notebook,
Ustanak


21Mkq026
"I had to come up with ways that Ustanak might go after Jake, so I made a rough sketch (right) of him investigating Jake's trail. This shows Ustanak's intelligence."
— The Art Director's Notebook, Ustanak


21f6T030

Special File

"This is my second idea for an in-battle scene. This time, I focused on using stealth to fight Ustanak. Here one character is captured while the other is attempting a rescue. Although we got rid of the iron maiden, this is close to what was in the actual game."
— The Art Director's Notebook, Ustanak


21vkZ027
"This design has Ustanak as more of an executioner than a hunter. Here he is carrying an iron maiden — a word that had come up in discussions. I also got a little inspiration from Frankenstein's monster and made the face out of patches of human skin."
— The Art Director's Notebook, Ustanak


21YkX028
"In this design I kept the executioner idea and gave it a harder feel, but it ended up looking too much like a robot so it wasn't used. I kept the mask to remove the need to draw a face."
— The Art Director's Notebook,
Ustanak


21VnY031

Special File

"Here is Ustanak using his claw device in the midst of battle, similar to the very first fight you have with him in the game."
— The Art Director's Notebook, Ustanak


Haos[]

22PnJ070
"This is a sketch I did when everything about this mutation was still undecided. I thought that it could be partially transparent and flow through a room like a tidal wave. This was in the early stages of development and I was trying to challenge myself to create something visually new."
— The Art Director's Notebook,
Haos


22nvl071
"The plan for Haos was for it to be a biological weapon under the control of Neo-Umbrella that would spread zombie gas around the world, so I came up with this design. The creature would have to traverse oceans, so here I drew it to look like a sea fortress."
— The Art Director's Notebook,
Haos


22Gll072

Special File

"This sketch was based on how I thought a deep-sea creature boss that hatched from a cocoon might move.

I had imagined it would turn into a kind of humanoid creature, but it was a challenge to keep the

design believable due to the creature's fantastic size."
— The Art Director's Notebook,
Haos


Simmons - 1st Mutation[]

239nk082
"This is a scene from the battle with Simmons' first mutation. The side of the train running alongside the creature is shown being shot and destroyed."
— The Art Director's Notebook,
Simmons — 1st Mutation


23uuI083
"This is the scene where the two run through the train and Simmons jumps out. It wasn't used, but I think the final version had a lot more impact anyway."
— The Art Director's Notebook, Simmons — 1st Mutation


Simmons - 2nd Mutation[]

24xwI084
"This is the dinosaur version. Here, I have the mutated Simmons igniting a car like a bomb and throwing it at Ada's helicopter. The direction was to have something that could hit Ada's helicopter while using pre-existing materials."
— The Art Director's Notebook,
Simmons — 2nd Mutation


Simmons - 3rd Mutation[]

25ahM085
"This is an idea that wasn't used. This form was supposed to show up mid-way through the Quad Tower battle. I thought that since the first mutation was mammalian, and the second was reptilian, I would make the third insect-like."
— The Art Director's Notebook,
Simmons — 3rd Mutation


25GnJ086
"My final draft for Simmons' third mutation.

I based this on the violent camel spider. I had to take into account how Simmons' previous mutations worked, so this took quite a lot of time.

I personally liked this design more than the ones I did for the first and second mutations, so it was disappointing when they decided not to use it."
— The Art Director's Notebook,
Simmons — 3rd Mutation


25MCB087
"The large jaws on this creature give it a very menacing look; they are based on those of the camel spider which uses them to grind up its prey. Incidentally, the bits around the head are made out of folded up arms."
— The Art Director's Notebook,
Simmons — 3rd Mutation


25d8r088
"I drew this to get an idea of how the creature might look from a human's point of view during battle. Since the usual strategy to take out large enemies is to aim for their legs, that's where I put Simmons' face, which I thought I'd make a weak point."
— The Art Director's Notebook,
Simmons — 3rd Mutation


Simmons - Final Mutation[]

269m7089
"The director was proposing that zombies could mutate into something like Simmons as well. So I thought — what if the zombies could merge with Simmons? With this in mind, I added needles to the legs for the purpose of injecting zombies with a virus to cause the extra mutation."
— The Art Director's Notebook,
Simmons — Final Mutation


26x9v090
"The things on his feet that look like needles are actually zombies merging to become a sort of wing.

Since it was a giant boss fight, I thought it would be cool if the player could grab on to the creature's legs.

Since the spider idea (see 3rd mutations) had been scrapped, I tried out

this insect-like design."
— The Art Director's Notebook,
Simmons — Final Mutation


26dd9091
"This shows Simmons being finished off with Ada's rocket launcher. I thought it would be interesting to use the helicopter in the battle, but it was scrapped, as was the final blow with the rocket launcher."
— The Art Director's Notebook,
Simmons — Final Mutation


26G82092
"This is an idea for Simmons before the merge. You can see how much the insect has evolved through each stage. Bringing believability to each part of this design was the most important thing, and the model artist added in the detail for the final version."
— The Art Director's Notebook,
Simmons — Final Mutation


26xFD093
"I thought about all of all the different choices regarding the Simmons designs and tried to work out what would work best in the game. Then I selected the most interesting and realistic parts and worked with them. This is one of the things I find really fun in the game development process."
— The Art Director's Notebook, Simmons — Final Mutation


26Hwh094
"I decided to give Simmons the head of a fly, so I had

to come up with an interesting transformation effect. it's hard trying to deceive the player (heh heh) with believable transformation effects for Simmons in all of his forms, and since the player has already seen multiple transformations by this point, I decided

to go with something simple."
— The Art Director's Notebook,
Simmons — Final Mutation


26oPQ095
"Another idea. Here, zombies are merging together to form a giant face that resembles a beetle.

I went a little far with this one so it wasn't used.

I drew it with the idea that if you attacked the face, mutilated zombies would fall from it."
— The Art Director's Notebook,
Simmons — Final Mutation


26LNs096
"Yet another idea. Here, zombies are swarming together and merging with Simmons to form something like a robot as his body falls apart.

I thought it would be interesting if his arm turned into a dinosaur when he attacked, he ran on four legs, and did other things that he did during his previous mutations.

I wanted it to be a strategic boss fight like the one with Wesker in RE5."
— The Art Director's Notebook,
Simmons — Final Mutation


26bpq097
"Ideas always seem to get a little out of control towards the end! This is Simmons duplicating himself and using other zombies to transform. It wasn't used, of course."
— The Art Director's Notebook, Simmons — Final Mutation


Menu[]

Scenario Selection — Leon[]

29zsb074
"I was told that not having movement in a scene would make it drag out too long, but I believed that if it was composed correctly it could work. This intro to Leon's scenario features a zombie in the foreground with a dolly zoom in on the car's headlights transitioning from the main menu."
— The Art Director's Notebook,
Scenario Selection — Leon


Scenario Selection — Chris[]

29HS5075
"Here, you see the silhouette of what looks like a human; then you hear gunshots and the bottom half turns into the Noga-Let. I was in a rush when I did this, so I reused an existing background. That was a little disappointing — I would really have liked to have created unique resources for every scenario if I'd had the time."
— The Art Director's Notebook,
Scenario Selection — Chris


Scenario Selection — Jake[]

291JV076
"This is Jake and Sherry running away from the Ustanak. Keeping things simple helps keep focus on what's important."
— The Art Director's Notebook,
Scenario Selection — Jake


Scenario Selection — Ada[]

29gZT077
"For me, Ada's cube gadget and submarine made me think of her theme as being water, so I wanted to have her reflection be a part of this design. After a lot of revisions, though, the final version ended up being a Joro Spider spinning its web on a bowgun."
— The Art Director's Notebook,
Scenario Selection — Ada


Main Menu[]

29Epm073

Special File

"Again, nothing was decided at the time, so I thought about having each character's scenario written out as if they were individual movie titles. I wanted to make it seem like there was more than one game inside."
— The Art Director's Notebook, Main Menu


Character Selection[]

Character Selection — Leon Scenario[]

30uZt078
"This was supposed to transition into a cut-scene.

The camera would show a split-screen with the two characters on either side of the room and a shadow in the middle — the zombie president.

The final version ended up as a scene in a subway train."
— The Art Director's Notebook,
Character Selection — Leon Scenario


Character Selection — Chris Scenario[]

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"This is the scene where Piers is searching for Chris in a bar in eastern Europe. I planned for this to include sounds from the bar complimented by camera work showing the two characters. The final version ended up being a BSAA helicopter heading for China."
— The Art Director's Notebook, Character Selection — Chris Scenario


Character Selection — Jake Scenario[]

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"This is the scene where Sherry is searching for Jake in a building in eastern Europe. They can see each other through a window in the wall. I wanted to give Jake the apple that often appears throughout the story. The final version ended up being a scene inside of a building in eastern Europe while it snowed."
— The Art Director's Notebook, Character Selection — Jake Scenario


Character Selection Screen[]

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"I wanted 3D close-ups of the characters, but I also thought it would be good to have some information about them as well, so I wrote some down."
— The Art Director's Notebook, Character Selection Screen


Prelude[]

Prelude Storyboard[]

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"This is the storyboard for the opening. It was mostly OK to go, but some tutorial elements were added at the beginning of the project. Those elements were then toned down once things were tweaked in the latter stages of development. The final version's camera work was a little different."
— The Art Director's Notebook,
Prelude Storyboard


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"This is a scene showing two characters running into a back alley; I think it has a feeling of despair. This storyboard was to be recreated in-game, so I made sure to pay attention to the details. You'll notice that this isn't that much different than the final in-game version."
— The Art Director's Notebook,
Prelude Storyboard


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"This is when Leon is searching for healing items for Helena. The BSAA vehicle has crashed into a wall, and its passengers have been infected. There had to be a lot of cuts for this scene which proved to be a lot of work for me."
— The Art Director's Notebook,
Prelude Storyboard


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"This is a scene where a zombie shows up. The scenario writer already had dialog written for me, so I drew this with that in mind. When the dialog and events on screen just couldn't be matched up properly, I had to work with the game designer on my floor to change the lines as we went."
— The Art Director's Notebook, Prelude Storyboard


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"This shows the player's first encounter with a zombie, so I gave it extra attention. It sets the tone for how zombie fights would be, so it needed impact. The zombie's attack is very tenacious in this storyboard, but an event planner eventually simplified it for the final version."
— The Art Director's Notebook, Prelude Storyboard


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"This area is the same as it is in-game. The director wanted Leon to search for anything useful as he prepared for the next battle. The pace slows down a bit here."
— The Art Director's Notebook, Prelude Storyboard


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"This is where the action starts to pick up in preparation for the climax. I tried to put in as many over-the-top elements as I could think of. The staff here couldn't help but laugh."
— The Art Director's Notebook, Prelude Storyboard


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"A theory arose that maybe Hunnigan was a spy, since she only ever led Leon and Helena through dangerous areas. :) This is around the time that a missile carrying the virus was dropped, causing panic in the area. I would have liked to draw people in the street running around in pain if I had the time."
— The Art Director's Notebook,
Prelude Storyboard


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"Leon never gets a break! Check out the wave of cars flying down the road from the explosion. The people on my team thought this would be great to do if it was possible, and, thanks to the staff in the event section, we pulled it off."
— The Art Director's Notebook, Prelude Storyboard


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"Even though I had entered the latter half of storyboarding by this stage, I had to have everything finished within a week. Lots of adjustments were needed, compromises had to be made, and it was a difficult time — it felt like I was walking on a tightrope."
— The Art Director's Notebook, Prelude Storyboard


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"I wrote a note that the helicopter's flight should be acrobatic, but that's probably easier said than done. This is the first stage you play in the game, but it was the last stage we created in development."
— The Art Director's Notebook,
Prelude Storyboard


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"Having an agent like Leon as your main character is pretty convenient when you have a game where the main character needs to be able to handle any kind of vehicle. I don't know if the building he crashed into was where he wanted to go, but he made it to where he needed to be."
— The Art Director's Notebook,
Prelude Storyboard


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"it's a mystery as to why there are so many zombies under the floor here! My guess is that when the missile dropped, everyone took shelter underground. The storyboard shows a chandelier here, but we wanted something that would make the player feel more like they were in China, so it was changed for the final game."
— The Art Director's Notebook,
Prelude Storyboard


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"This is the final scene where our heroes witness what happens to the last remaining BSAA member. Well, thank you for your time. Now play the game to get the full story — you could even try watching the finalized cut-scenes alongside these storyboard images!"
— The Art Director's Notebook,
Prelude Storyboard


Sources[]

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