Storyboards & Exclusive Concept Art From Cancelled THE FLASH Video Game

Storyboards & Exclusive Concept Art From Cancelled THE FLASH Video Game

Storyboards & <font color=red>Exclusive</font> Concept Art From Cancelled THE FLASH Video Game

Gregory E. Miller was the Lead Designer on The Flash video game that was being developed by BottleRocket Entertainment, and he was nice enough to share some storyboards and exclusive concept art with us. Hit the jump to check it out.

In early 2008, Brash Entertainment, who owned the license to DC Comics games, hired BottleRocket Entertainment to create a video game adaption of the DC Comics character, The Flash. The project came to a halt when Brash Entertainment folded in November of 2008. By that time, BottleRocket had already put in ten months worth of work, 3 to 4 months of pre-production and 6 months of actual production. The game still required another year's worth of work to get to completion.

Last several day, I've posted navigation, combat and gameplay animatics, as well as plenty of fantastic concept art. Today, the game's Lead Designer, Greg Miller, has sent over storyboards and never-before-seen concept art. The storyboards were created by Roger Robinson's, as well as his character designs for Grodd, Tarpit and a Speed Demon. There's also two painted concept pieces of Central City done by Shane Nakamura. Lastly, a shot of a Cadmus Soldier that has the original concept art and then the in game renders.


The basics were planned to go something like this: the game was broken down into chapters with each chapter culminating in a boss fight against one of the Rogues Gallery. During the chapter the player would have been going on missions that he received either by intercepting police broadcasts or accepting them from various NPCs around the two cities (the player was confined to Central and Keystone cities; no world exploration allowed for the first game). At the time we had three core principles for the missions: racing (going from one point to another as quickly as possible), moving combat (fighting against other speedsters or moving vehicles ALA Road Rash), and arena combat (fighting against criminals at a location). All the missions in the game would stem from these principles, mixed and matched as needed. We had enough scenarios planned out that no two missions would ever had the same story wrapper. Oh yeah and it is important to note that we were working with famed DC writer Marv Wolfman. He was writing the overall storyline, the mission flavor, and the dialog. - anonymous source told
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