Concept Art
Return to Monkey Island
Locations
A quick sketch, planning out the new details that would be needed in the Dock location. New additions included the walkway to the Outer Dock, trying out a more modern upgrade on the Scumm Bar, and LeChuck’s ominous ship moored on the horizon.
An initial planning sketch of Wally's Map Shop, for Rex to try out the layout while fitting in all the items that were required. Rex felt it was a little too cramped, so it was expanded horizontally in the next stage of development when the room was blocked out in solid colours.
LeChuck’s ship was a puzzle for the whole team, to work out how all the rooms would fit together in a varied but understandable way. This 3D block-out was made to establish the shape of the vessel at various angles, and to be sure they could jam all they needed into its creaking hull!
An earlier angle the team tried for the Top Deck on LeShip, but they found to be too limiting. The final version used a different angle that was useful for a much wider range of scenes, and gave plenty of room for events to happen at the back of the ship as well.
Early design of the Terror Island maze. This image is found in the game resources but isn't used in the game. It suggests that the early maze design involved a lizard.
Characters
Early design of Guybrush Threepwood. His jacket is shorter, and his face is less square in the final version.
Quick initial doodle of how the next generation of buccaneering might look. A version of (H) ended up in the game, playing cards against herself. And (G) ultimately became Marlon Marlin, the fanciest diner to ever enter the Scumm Bar.
Some initial designs for Gullet. Generally, Rex could go wild with different types of face designs, but the team kept more standardisation for body shapes to make the animations a little more manageable for their large cast of characters!
As Gullet needed to share animations with Guybrush, the team gave him a redesign before moving to the animation stage. You can see in the 2nd image how his body overlaps exactly over Guybrush, whilst looking very different (Rex thinks of the final Gullet as ‘Zombie Nick Cave’).
Putra is one of Rex's favourite characters from the game. He loved her written character bio and that she was a Zombie chef, which to him suggested she might use parts of her own body in her cooking if she was running low on ingredients.
In Putra's designs she slowly moved away from a scary school dinner lady into a design that was more sinewy with bits of exposed flesh and brains - suggesting she’d put a bit too much of herself in her cooking!
Storyboards
The team storyboarded every cutscene, close-up shot, and complex scripted sequence, so they could play the game with placeholder animatics and get a feel for the timings and framing before doing all the final art and tricky scripting.
A storyboard from the “Mop Sabre” cutscene. Sarah captured a lot of the characters personalities in very quick drawings, and the poses and facial expressions were great inspiration for the animation team when they were bringing the final scenes to life.