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Martti from the Indie game studio 10tons writes about the design process of the Tesla Mech from their new title that's currently on Steam Greenlight: Tesla vs Lovecraft.

The Tesla Mech is for the upcoming game Tesla vs Lovecraft, an intense top-down arena shooter for PC, PS4 and Xbox One where you play as Nikola Tesla, bringing his inventions into battle against the sea of nightmarish monsters summoned by Lovecraft.

The artistic style I’m trying to accomplish with the whole game is an atmospheric, cartoonish world with pleasant colors and a touch of grittiness and decay. I thought if Tesla vs Lovecraft was a movie, it would be one of those atmospheric stylized stop-motion films!

As the game is top-down, we have to take that into account when designing graphical assets. For example, we as humans are not accustomed to seeing humans like birds do. This is why we have to exaggerate proportions and movements, to make them look like something.

Blender is what we use, and general interface considered it has become a favorite for me in 3D modeling.

About the Author

Avatar image for Bart Veldhuizen
Bart Veldhuizen

I have a LONG history with Blender - I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-) I also run the Blender Artists forum and I'm Head of Community at Sketchfab.


  1. I think it's a shame to create such nice models, just to make a top-down shooter where you can't hardly see the models. What's the point then?

      • This is actually the model we use in game. It is central piece of art, hence we felt that details are worth it. Also, having a lower fidelity version doesn't seem to improve performance that much in our game.

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