How to make an army out of one bald dude

How many games have you played when every enemy looks the bloody same? Remember the old side scrolling beat-em-ups? It was like killing angry Bob and his entire gigantic family of dumb identical twin brothers and all their identical friends who also shopped at the same clothing store.

But there’s a reason for that, and it’s called memory space. It haunted us then and it still haunts us now. So how did we go about solving this problem in Bulletstorm? We created an entire army using one bald dude.

RAAAAAAHHHH!!!! Why do I have no eyeballs?

Meet the ‘Skull’. The Skull gang is a bunch of cannibalistic savages. They’d break into your house, decapitate your grandma then use her false teeth to skin your cat. I won’t spoil the story of how these guys ended up in the abandoned city of Elysium, but let’s just say they’re mean, they’re badass, and they form the meat of the enemies you find in Bulletstorm.

So these guys needed to look like brutal, hardened savages. Which is why I have to admit, when I first saw the bald guy above put into the game I was rather shocked.

Which way to the beach then?

We had swapped our old characters for a Right Said Fred clone army of camp looking baldies. We weren’t just suffering from the aforementioned identical enemy problems, we were making it worse!!! How could this possibly be a good idea? But behind the scenes there was a cunning plan in place of which our baldy was merely the first step.

Now, character models in videogames are expensive. They take up lots of valuable memory space which would otherwise be filled with crazy explosions. In Bulletstorm we have A LOT of explosions. In fact, we have a lot of crazy shit going on besides them, so we really didn’t want to go spending all our precious memory space on creating a ton of unique character models for every single enemy.

Back to our bald friend. If you’re thinking he looks a little bit like a generic videogame character, then you’d better go and enroll yourself in the school for the naturally gifted, because you’d be correct. He’s ‘deliberately’ generic because this little bald psychopath forms the basic core building block for the entire Skull gang. The way it all works is through attachments – a load of random different bits stuck onto the base character.

Our standard plane bald Skull is our base template. On top of this blank canvas we add a number of elements then randomize them in order to make each Skull completely different. For instance, we vary the skin color and tone from pale to tanned or dark. We adjust the body shape and size to have guys that look like they haven’t had a decent meal in several months to guys so chubby they look like they need a quad barreled shotgun to take them down. Then there are tattoos and face paint to bring out the tribal feeling. Then. to add to the gang vibe, we’ve got various different punk haircuts and pierced noses/ears as well as armor, wrist blades, shoulder pads, etc.

Spot the difference.

So the idea is we’re using just the one character model but we’re tweaking all the details put on top of him, hence why it’s cheaper on memory.

The end result? See for yourself in the following image. One bald dude is all it takes to make an army of savages.

The end result.

Bartosz Bieluszko, one of our Character Artists who was responsible for creating the base Skull and a lot of the awesome attachments, has made a video to showcase them in action:


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55 Responses to “How to make an army out of one bald dude”

  1. Drexbox 360 January 17, 2011 at 12:21 pm #

    Sweet. So excited for this game!

    • Anonymous February 26, 2011 at 3:20 pm #

      yeah,yeah very nice an all but how do you atually make an army in real life thats what i wanna know!

  2. Mikołaj Banasik January 17, 2011 at 12:32 pm #

    One clever idea, I have to admit. Just out of curiosity (for those of us that live off technical details), how big is the memory profit on that technique? Did it require modifying the Unreal engine itself to include such modular modelling?

  3. S!N January 17, 2011 at 4:19 pm #

    Almoste like stormtroopers but withe different armomrs :D . Could you put any screens of Epic Edition contenet? BTW it would be cool to see Lancer as a weapon in X360 version ;) .

  4. Vakama January 18, 2011 at 11:07 am #

    Y NO PC DEMO?!

    • Deggial January 18, 2011 at 8:16 pm #

      Yeah, wher’s the PC demo?

      No właśnie – gdzie demo na PC?

      What a shame, U used to be our country’s pride..

      Zawodzicie cały kraj, a byliście dumą narodu..

      • Fartuess January 19, 2011 at 4:51 pm #

        Trudno… mamy jeszcze CDP Red ;)

        Back to topic:

        Modular character creation isn’t anything new, but creating characters who looks completely different (i didn’t know that green guy with strange thing on his mouth is member of gang. I thought that this is one of mutants. Just that different he was looking :) ) Really good work with that :)

  5. Alice January 18, 2011 at 3:41 pm #

    That’s an amazing idea! I tought about that some time ago, how boring it is to kill the very same characters. In Batman Arkhan Asylum I noticed that they’ve done something like that, but the enemies still look less different then Bulletstorm. I guess that is the best solution for the problem! =)

  6. Karl January 19, 2011 at 8:28 am #

    I need PC demo people!! :’-(

  7. Mark January 24, 2011 at 3:53 pm #

    Too damn cool! I’m so excited about this game.

  8. brainblowout February 4, 2011 at 2:13 am #

    It looks like this game was so very interesting, I’m so excited to this game.

  9. Porterhaus February 7, 2011 at 9:32 pm #

    It would be really cool if you could make it so you can use these guys in the co-op as playermodels.
    Along with all the customization and variable models.
    DLC maybe?

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