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Detroit: Become Human - Florent Auguy

  • Aug 19, 2018
  • 4 min read

Artist- Florent Auguy

In order (Top to Bottom)-

Lieutenant Hank Anderson concepts

Hank is a lieutenant working for the DPD. His design very old fashioned as he was born 1985 and doesn't really upholds the times. He is a alcoholic and unkept which is easily observed in the final concept art that Auguy made for Hank's character, the unkept hair and beard gives Hank a rouge cop feel. The loose clothes and stains adds details to Hank having problems and his way of coping with these problems.

The colour palette also affixes the detail that Hank doesn't care much for the way he dresses or acts, the pale yellow and blues of the shirt is not something most people would wear so for Hank to wear it you can tell he doesn't care what he's wearing. The dark colours of the right design and the fact the shirt has a stain on the front of the shirt also adds details to Hank private life.

The left designs is shown in the game when we first meet Hank at the bar; He is untidy in appearance and drunk which can be deduced from his hair and loose attire. The design on the right is most compared to the game- when Connor goes to the lieutenant's house to persuade him to come to a crime scene- and Hank is found on the floor of his floor drunk and the concept is the most referenced in the game (just not the jacket). The textures used on Hank's clothes is a design I can use in my work.

Kara AX400 Deviant model

Kara was a housemaid to Todd Williams and his daughter Alice but deviated when Alice was in danger from her father. Together they go into hiding, trying to stay safe and undetected from the DPD , Unlike Connor who only wears one thing during his time in the game Kara has to change her clothes to stay hidden from the police and as she is the only female protagonist they tried to look at other clothes that she could wear while escaping.These designs are not used in the game but it experiments with different styles of clothing for Kara to wear, the left design is sleek, simple almost business like which doesn't really go with Kara's character. The simple silhouette of the figure and the all black colour scheme gives Kara a more serious look then motherly.

The design on the right is futuristic in design, adding the layers and different fabric textures to the design gives it more weight and also tells you bit about the environment Kara will be in which is snow. The colour scheme of the design is earthy which is good when you're on the run- colourful clothes would give her away however the pop of orange lining the hood making her definable.

Markus RK200 Model

Markus is a RK model much like Connor, gifted to Carl Manfred as a assistant to help him. Through the game Markus is more the reluctant hero, thrust into deviancy when-either hurting carls son who was threatening both Carl and himself or by watching Carl have a heart attack, unable to help him- he is then shot by police when they arrive. His story arc goes from happy life with Carl to then helping bring a revolution to Detroit, the design on the left being one of the designs for his infiltration into Stratford tower, the janitor outfit screams android, making it very obvious that most if not all the cleaning in the times is done by androids. The triangle on the front is much like a identification tool, androids have it and humans do as well as the bright uniforms so they can easily be identified but also be in background.

The right design shows more human style of dress, less angular, more loose but layered to stay more in the environment. The muted tones of browns and blacks stand out less and give Markus a more open approacable feeling; by Auguy designing Markus in a more human tone we can deduce that Markus has been deviating slowly while living with Carl, his wardrobe makes it easy for him to blend in because most likely Carl doesn't want him to be hurt because he is identified by protesters as a android (which happens in the game) The triangle is almost an after thought in a very deliberate way, by still giving Markus the statues of android but making not his defining feature Auguy's is adding depth to his character though his clothes.

The contrasting colours are also common uniforms for androids, they always have to stand out so they can be identified and in the game Markus is originally seen in an atypical uniform much like the right design. Markus is a contradiction to how humans identify androids, he acts like one when in public in the beginning of the game however he has a personalised outfit that we don't see any other android wear, when he's at home with Carl he takes that jacket of leaving him with no indicator that he is an android but his LED and casual- even in the design choices of the clothes for Markus we can tell he is different and special.

Android skeleton concept

This design was not used in the game, Auguy's initial ideas show that androids where more robotic in nature, having a hard structure but no definable features, this was originally meant to show how androids evolved to become what we see in the game. The android has parts that look like it would be attached to space gear, almost like a frame to keep them stable. This design makes androids seem as far detached from humans as possible, making it easier to see why people miss treat them if they don't look like anything.

 
 
 

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