Successor: Faction Banners

Banners I made during my internship at Playwood Project for the game Successor with the help and supervision of Johannes Donner Schackinger.
All Banners went through several iterations through 2d concepts, and most share a 3d base to quickly be reused and modeled. They are split into 2 separate parts with the banner pole/ accessories and the banner cloth, so that wind and other shaders can be applied to the cloth. The cloth consists of 153 vertices for movement and the banner poles are between 203 and 4,317 vertices as the highest. Both the 3d models and the 2d banners are made to appear in game as assets and UI elements.

My goal was to create distinct designs that would represent and quickly be identified as their respective factions banner from the in-game player desk. I used several different styles, states of wear and tear, colors, cultural symbols and shape languages to create these 16 unique banners. As the many factions have unique cultures and are in very different states of development, I thought it was important to reflect that in the banner designs. The much more developed human led faction of the Havengore has spent many resources and time to craft a banner to represent their mighty power with gold details, finely cut cloth and metal banner poles. On the other hand, the feared Dregg, zombie-like creatures with bloated bodies and overgrown with mushrooms. As they would not have the mental capacity to create something as intricate, I found the idea of a simple face print quite humorous as if one of the creatures stumbled and accidentally fell on a piece of cloth. Others like the Dragons of Kar´tun and Dragons of the Serpent I wanted to suggest something made with almost ritualistic purpose, the natural materials becoming faded, torn and smudged over time.