Thursday 06.03.2025
As we gear up for the launch of Reignbreaker, the medievalpunk rogue-like, we caught up with Nadja Clauberg, the talented 2D artist responsible for some of the game’s most unforgettable character designs.
Nadja’s artistry has been crucial in defining the unique personalities and visual identities of the game’s characters, from their distinctive silhouettes to the intricate details that make them truly come alive.
In this interview, we dive into Nadja’s creative process, exploring her approach to character design, concept art, and how she ensured each character seamlessly fits into the world of Reignbreaker.
Q. Who are you and what is your role as part of the team behind Reignbreaker?
Hi, my name is Nadja and I am a 2D artist at Studio Fizbin. For Reignbreaker, one of my main responsibilities was designing and illustrating the character portraits in the game.
Q. What is your experience with concept art, and how does it differ from final asset creation?
At its core, concept art is a form of design. Designing — and therefore creating concept art — means visualizing ideas, which requires multiple iterations and discarding a fair share of them before moving forward. A functional concept art piece therefore doesn’t need to be highly rendered. Instead, its main purpose is to serve a specific function rather than just look pretty. I think that is a common misconception people tend to have. Especially looking at highly polished production art books can sometimes create a misleading or at least incomplete impression of what concept art is really about.
Q. Can you describe your artistic process when approaching designs for Reignbreaker?
The first phase of my concept art process is what I call the “Thinking Phase”. Taking the time to properly think things through pays off later when creating final assets, because ideally, all major decisions have already been made. Now I can focus on making things look pretty.
When entering the Thinking Phase, I don’t start with sketches or drawing right away. Instead, I use mind maps and other creative thinking tools to generate ideas. Even though my work is mostly digital, I prefer doing this traditionally with a pencil and notebook.
Jumping straight into sketching and settling for the first idea that comes to mind can be risky, as it often leads to unoriginal ideas and the unconscious reproduction of stereotypes. That’s perfectly normal and just how our brains work! The key is to be aware of these traps and avoid falling into them.
Once the thinking process is done, I start gathering visual references and creating a moodboard. I try to limit references from existing media (like games, movies, or concept art) because they can make it too easy to repeat familiar ideas. Instead it’s useful to include a lot of real-world references as well, to ensure the designs feel authentic. That was especially important in a project like Reignbreaker, which is rooted in a historic medieval setting. Using reference from that time period, especially looking out for Gothic elements, makes the designs authentic and believable. For the punk elements, we tried looking into real designs of old school punk posters and generally references from the punk movement, including style elements and symbolism.
After the research phase, I start sketching, testing ideas, and sharing them with the team for feedback. This usually takes multiple iterations and refinements, which is a natural part of the process. During this phase, I avoid listening to music with lyrics or podcasts, as they can be distracting. Instead, I prefer instrumental music to help me focus.
Once a design is approved by the art director, all that’s left is creating the final asset or artwork: That means creating clean line art, painting, rendering and making everything visually polished. This phase requires less “thinking” and is more about technical skill, which is why I love listening to a good podcast or music with lyrics on the side.
Q. How did you ensure your art aligns with the overall vision and style of the game?
When I joined the team, there was already a strong artistic foundation, including detailed art pillars and a visual style guide, which helped me a lot in the beginning. I really enjoyed immersing myself in the world of Reignbreaker right from the start.
For the character portraits, we wanted to develop a unique art style that would make them memorable and recognizable while still fitting seamlessly into the game world. To achieve this, we experimented with different approaches for inking, coloring, and the balance between abstraction and stylization. Sometimes, this meant spending hours just testing digital inking brushes to find one that was both versatile and efficient for streamlined production! The game’s medieval punk setting with tech elements naturally allowed for unique designs, and I’m super happy with the results.
But good communication is a must, not just within the art department but across the entire team. Especially as a 2D and concept artist, you often rely on input from other departments, like game design or narrative, so avoiding misunderstandings through clear communication is key. After all, as a game artist, you’re visualizing the ideas of many people and bringing them to life.
Q. Do you have a favourite piece from the game?
My favorite character to design and draw was Ardea, the Spearsister. I’m always happy to encounter her in a run, not only because she grants some of my favorite skills, but also because she has an especially compelling backstory.
She shares a past in the Queen’s regiment with our main character, Clef, who later became a rebel. Now that they’re on opposite sides, their relationship is complex and layered, which makes their interactions in the game fascinating to witness.
Q. Is there anything you think players should look out for – any hidden easter eggs?
When you come back to the lobby after every run, please say hello to Baby Bellgrunt, cause he is adorable and deserves every fist bump he can get.
Q. What do you hope players will take away from Reignbreaker?
I hope Reignbreaker helps players appreciate the value of a diverse character cast and visual representation beyond traditional gender stereotypes, not just in our game but in all forms of media.
Reignbreaker launches onto Steam on 18th March, but the demo is available to play now.
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Thursday 06.03.2025