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OTTO Concept Art Book

Page 1

WHEN NATURE BECOMES THE ENEMY,

HOW DO WE SURVIVE?

OTTO is a heartfelt video game depicting various themes about how our future may look in a balance between technology and nature within a fantastical world.

The game follows Otto, a lighthouse keeper, in his attempts to protect the Forests of Viceria from smugglers, natural dangers, and even strange fantastical creatures.

Throughout the game, Otto must face his fears and come to terms with the passing of time and the reality of death as a part of nature by fighting giants of the forest each night he is there.

In this modern age where the future of the natural world is uncertain, OTTO envisions a world in which technology and nature are one and the same, working together to create a new reality.

Original comic art from the concept, OTTO

ENVIRONMENTS

The environments of OTTO are heavily inspired by the work of INSIDE (2016), in which desolate environments thrive under the supervision of a technologically driven government - however, the environments here (see below) are based around a technological world mimicing the wouldbe natural world. Tall structures are like that of trees, and village homes are made to look more like bunkers.

The reason for this is to put the player in a familiar place, whilst introducing themes of technology and uneasiness in the world.

THE LIGHTHOUSE

Otto begins within a lighthouse, to watch over the forest and the surrounding sea. His job as lighthouse keeper keeps him busy in the day, however vicious wonders will come at night.

(above and right) Original 2D and 3D concept for Otto before it was reworked to fit the intended target audience. Feedback also showed it looked too much like Mario (of Nintendo) to be distinguishable enough.

OTTO

As Otto, the player has been hired as the new lighthouse keeper to oversee shipments coming to the Forest of Viceria, a place he used to explore as a child. While he resides there, he finds himself reconnecting with a version of himself he’d forgotten about - as well as the daughter he’d once lost.

Otto is a strong, burly man, and is designed to make the player enjoy the combat aspect of the gameplay.

(above) final character sheet poses for Otto.

The goal for Otto’s design was to make him feel warm and welcoming, a good and distinguishable design to encourage the player to relate and become quickly ‘at one’ with this character.

(above) design process for Otto. (above) final sketch and colour. (above) Character portraits used for talk screens and character sheet. (above) Colour variations for Otto. 3D Outcomes produced in Nomad Sculpt (iOS application)

AKIRA

Akira is Otto’s wolf companion, who accompanies him and aids him in defeating his enemies.

Akira is a vital part of the message of the narrative - as the player progresses through the story, it is found that the enemy of nature is misunderstood, leading to a difficult decision for the player.

(left) Concept sketches for the wolf character, Akira.

Within OTTO, the player can fight, craft, and explore the area with the help of the notebook (the menu, see left) and the radio (see below). The radio also acts as a tutorial helpline for when and if the player is stuck.

The radio also gives the player access to a side storyline involving the woman on the other end of the line, giving context of the new, dystopian world the player is exploring.

DESIGNING GAME MECHANICS

(above) the original ‘tutorial section’ story map. (above) the radio. (above) the menu design.

ENEMIES

OTTO also involves other enemies to introduce the player to the combat system, the most frequent of which are Mossteria, or Moss Monsters, who blend well with the area to avoid line of sight.

(above) Moss Monster character sheets, the most frequent and weakest enemies in the game.

LOLA

Lola is Otto’s daughter, who has left as a result of a fight with her father. Depending on the player’s actions, the father may reunite with her, or not.

Lola as she is shown throughout the game: child, to adolescence, to adult.

THE ANTAGONIST

The main antagonist/s of the game are the great beasts of the forest. Through each night of Otto’s stay, he proceeds to fight one, reinforcing technology’s fear of nature.

Original comic illustration inspiring OTTO, and colour variations, including the first beast of the forest, Oberon.

The ending of the game, in collating all events, results in a decision affecting the type of ending the player might receive.

The ‘final boss’ of the game is Akira’s mother, Khalida. If you choose to fight her, the game ends with Otto dying from exhaustion after the defeat, leaving Akira to fend for herself. However, if you choose to spare her and part ways with Akira, Otto returns home to his daughter, who has now returned, and collapses in her arms.

In the bitterness of each ending is a wild significance to the themes of the story - in that to live fully, we must accept morality and the circle of life as it is, and not exploit technology to defy nature, but to utilise it to preserve and keep memories of it.

MORALITY AND MAKING DECISIONS

(above) the third beast, Akira’s mother, Khalida (above) the second beast, Buck

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