The interview I did with Brandon Badeaux was so good as well as detailed I was able to make two posts out of it. As you read in the first interview, Brandon did some work for the Batman: Arkham City game. Well, here is a more in-depth look at what it took to design such kick-ass characters!
1. What was your design process for Harley Quinn? Did you design alternate costumes for her?
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2. How many versions of each character did you have to do before DC and Rocksteady settle on a final design?
It depended on the character Harley and the final boss got more than fifteen drawings each while mister freeze I hit the nail on the head pretty quick, I mean I did more than one quick sketch but they picked my favorite design which I label with a big star and an email saying, “ Oh! Pick Me! Pick Me!!! So… not hundreds, but more than one.
3. Which character took the most revisions until you got approval? Did any of your character designs get approved immediately?
Solomon Grundy was quick as well but there aren’t that many directions to go with his look.
Ideally when tackling him I think of who he was juxtaposed with who he is… so initially you have to think of the hulk mixed with a zombie that’s been rotting out in the marsh. And that informs his naked body but his clothes have to remind you of who Cyrus gold really was a wealthy business owner from a bygone Victorian era so this make his clothing a period piece design for me. though the final design came quickly, his clothing was changed ever so slightly for the game removing some of the decayed ornate embroidery, tattered vest and under shirt, barnacles, seaweed, and swamp critters on him for fear that he would look too Pirates of the Caribbean. In the end the design is very similar to what I originally produced but with a slightly more simplified clothing. This was a design that I did around an initial idea that they had for how batman fought Grundy. Originally they wanted to have batman tear pieces of Grundy off, I think with the Bat claw which I would have loved to see, but agreed might have been a tad gory for some of the fan base. The inspiration being that Cyrus gold kept getting chopped up into little pieces and dumped in the swamp where he would be revived. So the big veins originally carried swamp water mud and mosses and the stitches were meant to be popped, to pick him apart piece by piece. But his drawing turned out as one of my favorites because I’m big into bodybuilding so anytime where I get to draw an unnaturally muscular humanoid that couldn’t possibly exist I’m all over it.
5. Which was the greater challenge, designing the more iconic characters or the lesser known ones?
If I’m designing for a book neither is challenging if you let their story inform the way they look. But for a big budget game they all present problems because you have to think about how the light will catch the outfit and how it will move. And for this game I had to go slightly less realistic than I would have if I were designing for the Christopher Nolan movies. Some were challenging but so fun you don’t even notice, others so iconic that you go blank. I’d say my brain went blank the most with Two Face partly because his look really hasn’t changed all that much throughout the years and partly because they had a direction that they had settled on I think before I got to touch him. I did a number of designs in the beginning but doing something new really isn’t going to happen. So my focus was on the burns and how to make them appear realistic so it was about researching what a severe burn really looks like and then using that information to make something more closely familiar with what we all know. I really had hoped to do a full suit with a patchwork on one side of different gangster suits of various pinstripe materials taken from other mobsters he had murdered, with blood and ash and gunpowder running up his gun hand to inform the viewers what had happened in the past. But they wanted a sleeveless look that went from a mess of tangled tatters to no sleeve and pant leg at all but this was more about how to actually animate a series of tatters which I assume is not easy to get the physics right on. The only stamp I tried to leave was a phantom of the opera mask bolted to his head that looked like a creepy version of the iconic coin he carries with etch marks over the eye which was well received but we all knew that it just was too much a departure from the character that everyone knows. So I guess that’s a really long way to say iconic is harder for a larger viewer base.
WARNING SPOILER ALERT AHEAD!!!
Derf's Domain is proud to be the first to have exclusive designs of Clayface.
Derf's Domain is proud to be the first to have exclusive designs of Clayface.
6. I also understand that you designed Clayface as well. How challenging was that?
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7. Sticking with Clayface, were you allowed to use your creative mind to make cool weapons for Clayface to mold out of his body? If so, what can we expect?
I really didn’t want to go out of the scope of the cartoon here so I always went with blunt instruments that were iconic like the pendulum blade or morning star and all of those made it into the game. I always picture him smothering me to death or filling my lungs with clay so my drawings were more about how he moved and let them go more creative with the arsenal. The one weapon I liked the most was a drawing I did with him standing behind a curtain while he creates a little stripper dancing on a stage for a group of men he’s about to eat while her little muddy foot prints show you where she’d been. Obviously that would never make it into the game but as far as weapons go I think of his best weapons as his characters why stab you to death when he can lure you in with the promise of a pretty woman’s affections, then before you realize what’s happened… wham!
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