==**Note:**== This backlog is preliminary and subject to revision. Scope, priorities, and deliverables for the demo will be adjusted as needed based on project direction and available production time. No items listed here are expected immediately, and final confirmation will come from the Project Director.
# I. **CHARACTER ART**
## **A. Main Character**
### **1. Fhindern Grausson**
**3D Model**
- Base body
- Outfit Set 01 (Desert nomad gear)
Suggested accessories: curved sword + daggers
**Portrait**
- HD dialogue bust
- Expressions** (not necessary to make them exactly like these, more like suggestions)
- Neutral
- Pain
- Determined
- Cocky
**Combat Animations**
- Idle
- Basic attack pose/animation
- Dodge / evade (optional, but could be nice to have)
- Hurt
- Skill/Magic Basic Pose
- Victory pose
**Exploration Animations (3D character on 3D world)**
- Walk / Run
- Climb
- Interact
- Examine / pick-up
- Heat exhaustion idle
**Cinematic Animations**
- Staggering walk (wounded)
- Drop to knees
- Throw diary
- Death collapse
---
## **B. Companions (Flashbacks + Massacre at the Coast)**
**==_(All require 3D models, simple rig, portraits, combat animations just like one needed for Fhindern Grausson)_==**
### **2. Alex Coastel**
- Light armor model
- Flaming spear model
- Fire spear attacks
- Flames engulfing death VFX
### **3. Zander Uldor**
- Ice mage model
- Spellcasting animations
- Ice barrier VFX
- Freeze-explosion suicide spell
- Time-freeze interruption VFX
### **4. Drondo Baloy**
- Shadow rogue model
- Agile melee animations
- Clone-creation VFX
### **5. Zanith Darash**
- Water monk model
- Water flow VFX
- Push/disbalance animation
---
## **C. Antagonists & Faction Enemies
**==_(All require 3D models, simple rig, portraits, combat animations just like one needed for Fhindern Grausson and his allies)_==****
### **6. Theyssa (Projection)**
- Ethereal silhouette model
- Low-opacity + temporal distortion shader
- Floating idle
- Projection dissolve
- Silent-lipsync (cinematic)
- Rune glow facial details
### **7. The Silentes (Shadow Soldiers)**
- Modular humanoid corrupted armor (3 variants)
- Full combat animation set
- Shadow trail VFX
- Temporal glitch VFX
### **8. Globber Pelellard**
- Full 3D boss model (rock armor)
- Mace model
- Mace attacks
- Taunt / roar / intro pose
- Portrait (close-up)
---
## **D. Creatures**
### **9. Desert Carroñeros**
- Jackal-like creature
- Attack / walk / idle / flee animations
### **10. Spectral Echoes**
- Ghost humanoid
- Ghost shader
- Float loop
- Flicker dissolve
---
# II. **ENVIRONMENTS & BACKGROUNDS**
## **A. 3D Combat Arenas**
### **1. Desierto de Calharad (Tutorial Arena)**
- Sand dunes
- Buried ruins debris
- Animal skeletons
- Dynamic sand shader
- Heat distortion
- Wind FX
### **2. Oasis de Tar’Khal (Vision Arena)**
- Green lagoon
- Twisted palms
- Ancient altar
- Sunset lighting
- Light-shaft FX
### **3. Costa de los Susurros (Final Battle Arena)**
- Cliffs
- Rope bridges
- Sea mist
- Broken towers
- Residual magic particles
### **4. Magical Sandstorm Variant (Scene 3)**
- Green lightning skybox
- Volumetric sand wall
- Magical thunder FX
- Theyssa apparition overlay
---
## **B. Exploration Environments**
### **IMPORTANT: Updated per Director → All exploration is 3D, NOT 2D**
Only UI elements (icons, labels, markers) are 2D and handled by **Paula**.
### **3D Exploration Zones (Chapter 1)**
- Campamento Expedicionario (Drussus ruins)
- Desierto de Calharad
- Torre semienterrada (climb tutorial)
- Oasis Tar’Khal
- Campamento abandonado (storm scene)
- Ruinas de Terralith (exterior)
- Costa de los Susurros
---
## **C. Interiors (3D static or hybrid)**
### **6. Hoguera / Camp Interior**
- Tent interior
- Firepit animation
- Crafting/cooking props
### **7. Oficina de Maelric**
- Stone room
- Map shelves
- Candles
- Papers, scrolls
- Lighting accents
---
## **D. Mapamundi
**The mapamundi is 100% 3D.**
Only UI is 2D (icons/labels by Paula).
### ### Mapamundi 3D Environment (Golden Sun–style)
- World terrain sculpt (stylized, reads like a 2D map from above)
- **Fixed or constrained isometric/top-down camera** (Golden Sun feeling)
- 3D lighting + post-processing for clean AAA look
- **3D overworld Fhindern avatar** (same base model, simplified if needed)
- **3D enemy/encounter markers** (small creatures, silhouettes or statues)
- Event markers (3D placeholders for towns/ruins/points of interest)
- Simple collision + navigation (walk along routes, coastlines, etc.)
### 2D UI for Mapamundi (Paula)
- Icons for locations, quests, party, etc.
- Location labels (city names, regions)
- Arrows / route preview or movement indicators
- Vector animations for:
- Hover/selection states
- “New area discovered” pops
- Fast travel / zoom transitions
---
# III. **CINEMATIC ART**
### **Storyboards**
- Ancient war montage
- Battlefield POV + flame death
- Fhindern collapse
- Theyssa silhouette placing hand
- Vision at Tar’Khal
- Magical sandstorm
- Betrayal at the cliff
- Companion deaths (4)
- Final fall of Fhindern
### **Cinematic Assets**
- Skyboxes (day, sunset, storm, night)
- Blood decals
- Sandstorm volumetrics
- Time-distortion overlays
- Magical glitch FX
---
# IV. **VFX ART**
### **Wind / Air**
- Sand particles (sandstorm)
- Strong/violent wind
- Ambient wind
### **Magic / Time**
- Temporal glitch
- Time-stretch fragments
- Projection shimmer
- Vision resonance pulse
### **Environment**
- Heat haze
- Water ripples
- Mist + sea fog
- Footprints (would be nice not vital)
### **Combat**
- Impact sparks
- Fire / Ice / Water / Shadow FX
- Critical hit burst
- Ghost dissolve
---
# V. **SFX / AUDIO**
### **Ambience**
- Desert winds
- Oasis wildlife
- Cliff waves
- Ruins echo
- Magical storm
### **Characters**
- Footsteps (sand, stone, wood)
- Fhindern efforts
- Globber armor grind
- Spell SFX
### **Creatures**
- Carroñeros sounds
- Silentes whispers
- Spectral echoes
### **UI**
- Menu open
- Item pickup
- Vision resonance
---
# VI. **UI / HUD ART**
### (All 2D UI by Paula)
### **Exploration UI**
- Wind compass icon
- Status panel
### **Combat**
- Turn order portraits
- Skill icons
- Target indicators
- Boss nameplate
### **Dialogue**
- Portrait frames
- Textbox skins
### **Inventory**
- Ingredient icons
- Durability icon
### **Mapamundi UI**
- Labels
- Icons
- Vector animations
---
# VII. **TECHNICAL ART**
### **Shaders**
- Sand displacement
- Ghost translucency
- Time distortion
- Heat distortion
- Water reflection
### **Performance**
- Particle LOD
- Arena optimization sets
---
# VIII. **CONCEPT ART**
## **1. Visual Style Foundations**
- Global color palette for Chapter 1
- Material language sheet (sand, ruins stone, rock armor, spectral effects)
- Lighting tone sheets (day, sunset, storm, night)
- Temporal magic visual identity guide
- Wind magic visual identity guide
---
## **2. Cinematic Keyframes**
- Opening battlefield flashback – mood painting
- Theyssa apparition – projection + runes + distortion style
- Magical sandstorm – green thunder + sand wall
- Vision at Tar’Khal – echoes, runes, time fragments
- Cliffside massacre – atmosphere + layout
- Companion deaths (Alex, Zander, Drondo, Zanith) – 4 variations
---
## **3. Character Development**
### **Fhindern**
- Outfit exploration + accessories (supporting 3D team)
- Emotional silhouette variations for cinematic moments
### **Companions**
- Full outfit & material sheets for each companion
- Weapon concepts: flame spear, ice staff, shadow blades, water gauntlets
- Elemental motif sheets (fire, ice, shadow, water)
### **Theyssa**
- Projection form exploration
- Rune language + facial glow sheet
### **Silentes (Faction)**
- Silhouette exploration (5–8 sketches)
- Corruption motif sheet (shadow-time fusion)
- Armor variants (3 units)
- Weapon designs (bow, blades, commander staff)
### **Globber Pelellard**
- Rock armor material sheet
- Helmet/head exploration
- Mace concepts
---
## **4. Creatures**
- Carroñeros: anatomy sketches, posture studies, color variants
- Spectral Echoes: ghost shader concepts, ripple FX, dissolve frames
---
## **5. Environments**
- Desert of Calharad – mood painting
- Drussus/Buried ruins – architectural style sheet
- Oasis Tar’Khal – day + vision lighting versions
- Storm camp – props, tents, cloth
- Ruinas de Terralith – full exterior layout + interior distortion variants
- Costa de los Susurros – cliff and rope bridge studies
- Ancient Varstavia architecture guide
---
## **6. Props**
- Ancient carvings and runes visual system
- Broken towers and ruin debris variations
- Skeleton/animal remains concepts
- Magical stones/pylons with temporal motifs
- Ancient bracelet key artifact – variations
---
## **7. Mapamundi (3D World Map)**
- Global visual style sheet (Golden Sun–inspired but modernized)
- Camera angle exploration (isometric/top-down stylization)
- Terrain stylization (mountains, deserts, coasts)
- Biome markers (desert, ruins, oasis)
- Overworld encounter markers (3D silhouettes)
- UI iconography direction (for Paula: labels, icons, symbols)