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Exploring Valve Archive, part 20.

valvearchive.com>archive>Portal>Portal 2>Art>Robots>

Developing an iconic look for Atlas and P-body was very important to the designers at Valve, as a heavy focus of Portal 2 was placed on its cooperative campaign.

They initially experimented with more humanoid robots with a very "Westworld feel"; they wanted them to "look human, but feel robotic" according to Valve's Matt Charlesworth. Despite this initial goal, the designs naturally developed into less humanoid, more abstract figures, integrating the design of turrets and personality spheres into P-body and Atlas respectively.

Exploring Valve Archive, part 20. valvearchive.com>archive>Portal>Portal 2>Art>Robots> Developing an iconic look for Atlas and P-body was very important to the designers at Valve, as a heavy focus of Portal 2 was placed on its cooperative campaign. They initially experimented with more humanoid robots with a very "Westworld feel"; they wanted them to "look human, but feel robotic" according to Valve's Matt Charlesworth. Despite this initial goal, the designs naturally developed into less humanoid, more abstract figures, integrating the design of turrets and personality spheres into P-body and Atlas respectively.

portal17
λlex
λlex
May 10, 2022

I think they made the right choice. Cool designs though.

λlex
λlex
May 10, 2022

Many of the others look too aggressive/threatening and that was not the look they wanted for these characters.

Combine Grunt
Combine Grunt
May 11, 2022

The four concept art ideas on the right all look really fucking sick

[S҉W҉E] ҉҉P҉ans҉aR

The twenty-third one got some balls