"SMALL SOLDIERS | War For The Nekron" Proof of Concept- NEKRONITES CONCEPT ART

KHADENN- The idea was to capture the feel of a corrupted and demonized human, but still make it feel like an honorable leader.

KHADENN- The idea was to capture the feel of a corrupted and demonized human, but still make it feel like an honorable leader.

KHADENN- After sketching some bodies, we liked the ancient warrior feel of the skirt, and the assymetry on the body, as if the nekron had spread from a certain area. We designed the armor following a nekronification logic from an early be his human form.

KHADENN- After sketching some bodies, we liked the ancient warrior feel of the skirt, and the assymetry on the body, as if the nekron had spread from a certain area. We designed the armor following a nekronification logic from an early be his human form.

KHADENN- We had this idea of a sword that could bend like an arm, since it was previously Ray's arm, we tried many combination. Same for heads, looking for something that could look new, but reminiscent of anime demons from the 90s as well.

KHADENN- We had this idea of a sword that could bend like an arm, since it was previously Ray's arm, we tried many combination. Same for heads, looking for something that could look new, but reminiscent of anime demons from the 90s as well.

KHADENN- We settled for this design, which felt a nice balance between an alien/demon and a human, and the original armor was easily recognizable.

KHADENN- We settled for this design, which felt a nice balance between an alien/demon and a human, and the original armor was easily recognizable.

KHADENN- Much later we created a more detailed backstory for the human form and the fight in which he was wounded.

KHADENN- Much later we created a more detailed backstory for the human form and the fight in which he was wounded.

KHADENN- The proportions changed for a chunkier look, more reminiscent of the original movie. Here the nekronification process is clearly explained.

KHADENN- The proportions changed for a chunkier look, more reminiscent of the original movie. Here the nekronification process is clearly explained.

KRAGGAR- The main idea behind the character was to create a more classical fantasy warrior design.

KRAGGAR- The main idea behind the character was to create a more classical fantasy warrior design.

KHADENN- His body type and horns are meant to resemble other familiar characters, but nekronification and vivid colors give him a unique and agressive twist.

KHADENN- His body type and horns are meant to resemble other familiar characters, but nekronification and vivid colors give him a unique and agressive twist.

ZEDHARA- The initial idea for this character was something that felt ominous, powerful, sinister and almost divine.

ZEDHARA- The initial idea for this character was something that felt ominous, powerful, sinister and almost divine.

ZEDHARA- The serpent centaur idea was chosen because of it's sinister and cultist pressence. Smaller skeletal minion character would sprout from the body.

ZEDHARA- The serpent centaur idea was chosen because of it's sinister and cultist pressence. Smaller skeletal minion character would sprout from the body.

ZEDHARA- Later, in favour of a more humanoid and appealing cast, the design was changed, the minions would now be her coat, she still mantains a summoning hand and a religious pressence.

ZEDHARA- Later, in favour of a more humanoid and appealing cast, the design was changed, the minions would now be her coat, she still mantains a summoning hand and a religious pressence.

ZEDHARA- Bird like elements where a good match for the design, since the minion cloack could become her wings. Also it gave more variation to the team and was wasier to design with a main theme in mind.

ZEDHARA- Bird like elements where a good match for the design, since the minion cloack could become her wings. Also it gave more variation to the team and was wasier to design with a main theme in mind.

SHIX-SHAX- The idea was to create a dangerous, devious, deadly reptilian. Two headed idea came early in silhouettes. Nekronification merged scales and armor in a skeletal protective coat.

SHIX-SHAX- The idea was to create a dangerous, devious, deadly reptilian. Two headed idea came early in silhouettes. Nekronification merged scales and armor in a skeletal protective coat.

SHIX-SHAX- In an attempt to make the previous design more appealing to avoid Nekronites feeling too evil, we gave them cyclop eyes and a fun color scheme that changed a lot the percepcion of the character, while mantaining the deadly look.

SHIX-SHAX- In an attempt to make the previous design more appealing to avoid Nekronites feeling too evil, we gave them cyclop eyes and a fun color scheme that changed a lot the percepcion of the character, while mantaining the deadly look.

QUAZAR- The goal here was to create a toy with a stretchy quality, early from the silhouettes the idea ofmaking a character with a lot of liquid Nekron was clear. The oyster look was funny and appealing so we explored that further.

QUAZAR- The goal here was to create a toy with a stretchy quality, early from the silhouettes the idea ofmaking a character with a lot of liquid Nekron was clear. The oyster look was funny and appealing so we explored that further.

QUAZAR- We played a bit with colors and ended up choosing a color scheme that had the same blueish and orange tones found in other characters.

QUAZAR- We played a bit with colors and ended up choosing a color scheme that had the same blueish and orange tones found in other characters.

RODHANFAR- We wanted to have a sniper that looked liked an insectoid alien with some defensive capabilties for camping.

RODHANFAR- We wanted to have a sniper that looked liked an insectoid alien with some defensive capabilties for camping.

RODHANFAR- We created aditional remote control turrets tha he could deploy, and gave him a moth like hair on the chest to resemble a long beard, making him look like an old, crouched sniper.

RODHANFAR- We created aditional remote control turrets tha he could deploy, and gave him a moth like hair on the chest to resemble a long beard, making him look like an old, crouched sniper.

CROG- From the beginning, the idea was to create huge toy that had cannons and something in his back. Some design show some small creatures that seem to control the tank.

CROG- From the beginning, the idea was to create huge toy that had cannons and something in his back. Some design show some small creatures that seem to control the tank.

CROG- We decided to go for the big softy character trope, and added this egg shaped character that seems to spread his vision through nekron, so the tank has eyes everywhere.

CROG- We decided to go for the big softy character trope, and added this egg shaped character that seems to spread his vision through nekron, so the tank has eyes everywhere.

CROG- We did try a lot of color variations, but we decided that to give the team  a percentage of classical feel, earth like mammal color scheme was the best fit. We added in the orange bits that are present in many other characters

CROG- We did try a lot of color variations, but we decided that to give the team a percentage of classical feel, earth like mammal color scheme was the best fit. We added in the orange bits that are present in many other characters

Originally the cast was just 5 characters on each team. This was the first pass on characters. You can see Zedhara had a full redesign, Shix-Shax was made more appealing, also Crog's face. Kraggar and Quazar where added afterwards.

Originally the cast was just 5 characters on each team. This was the first pass on characters. You can see Zedhara had a full redesign, Shix-Shax was made more appealing, also Crog's face. Kraggar and Quazar where added afterwards.

STANDS- These are the illustrations we did for the stands of both sides. Ray Razor by Julen Urrutia and Khadenn by me. The color scheme was slightly tweaked to adapt it to the box and stand color scheme.

STANDS- These are the illustrations we did for the stands of both sides. Ray Razor by Julen Urrutia and Khadenn by me. The color scheme was slightly tweaked to adapt it to the box and stand color scheme.

BOX ART- Only 3 illustrations are visible so we didn't have time to do any more. Kraggar and Quazar by Julen Urrutia, Khadenn by me.

BOX ART- Only 3 illustrations are visible so we didn't have time to do any more. Kraggar and Quazar by Julen Urrutia, Khadenn by me.

BOX ART- This is the visible bit of lore in the back of Khadenn's box, showcasing the rest of the team. This is also the only concept of the Nekron crater and the Nekron pits themselves. With the Nekron crystal in the middle and an N shaped lake.

BOX ART- This is the visible bit of lore in the back of Khadenn's box, showcasing the rest of the team. This is also the only concept of the Nekron crater and the Nekron pits themselves. With the Nekron crystal in the middle and an N shaped lake.

I was responsible for designing the Nekronites faction. Consisting on 7 characters, it was a challenge to balance their design. Trying to keep a balance between appealing and menacing look, while also giving a lot of variation for different alien species without compromising the team look and unifying Nekron theme.
These are mostly quite loose sketches, since we were our own art directors and we would do the base model for most characters, instead of trying to get a very refined concept we choose to just get a grasp of the characters and explore them further in 3D. This saved a lot of production time.