◂ ORBITAL RANCH STUDIOS DARK CELL

Process · the art

How the art gets made

We don’t ask a machine to dream a monster. We build the body out of ordinary things first, then paint it.

Generated with AI tools, under the creative direction of Jesse Alexander. This page walks the method in order: the collage, the same method on worlds and ships, where the bodies start, the proportion studies, the painting styles, the raw shapes and the rejects.

How the art gets made

Collage first, paint second

We don't ask a machine to dream up a monster. If you type "scary alien" into an image model, you get the alien from every space movie you've ever seen. So we build our monsters out of junk drawers instead: plain things like bark and stone and seed pods, cut up, thrown together by chance, mirrored, and only then painted.

Our very first painted species skipped the collage and came straight from written prompts. They looked like everybody else's aliens, so we pulled them. Starting from a collage keeps every body, ship and world strange in its own way, because the strange part is there before the painting starts.

Here's the whole process, start to finish, using the head and body of one Apple: Tukkar Omdor, the Brakkan.

  1. 1Start with ordinary things
  2. 2Throw them together, and write the dice down
  3. 3Mirror it
  4. 4Pick one, and keep the rest
  5. 5Grow a body from the same parts
  6. 6Paint over it, and keep the silhouette
  7. 7Put it to work
  1. 1

    Start with ordinary things

    Each source image is one plain object, made by an image model as a straight material study under a strict brief: it's a thing, not a creature, so no face, no eyes, no limbs and no symmetry. We want the material's shapes, its cracks and holes and ridges, without anybody's idea of a monster already baked in. Tukkar started with these seven.

    Silver birch bark
    Silver birch bark
    Fractured basalt
    Fractured basalt
    A dry banksia pod
    A dry banksia pod
    A split milkweed pod
    A split milkweed pod
    A bone-like plate
    A bone-like plate
    Pine bark
    Pine bark
    Cork oak bark
    Cork oak bark

    The bone-like plate is generated imagery, not a real bone. No photographs or real specimens went in.

  2. 2

    Throw them together, and write the dice down

    A short script cuts each object out and layers a few of them on top of each other, with random size, rotation and position, and the pieces have to overlap between a tenth and seven tenths of the way. Every random number is a recorded seed, so any collage can be rebuilt exactly. Tukkar's batch was eight collages from eight seeds.

    Unmirrored collage 1
    Collage 1, before the mirror
    Unmirrored collage 2
    Collage 2, before the mirror
    Unmirrored collage 3
    Collage 3, before the mirror
  3. 3

    Mirror it

    Next we pick a line, keep one side, and flip that exact half over. Nothing gets painted, and nobody adds eyes or a mouth. Faces just show up, the way they do in a cracked wall. Try it: pick a collage, slide the line, and watch a creature show up.

    An unmirrored collage of bark, basalt and bone fragments
  4. 4

    Pick one, and keep the rest

    Each collage gets mirrored at a couple of lines, so a batch makes a stack of candidates. Some are great, some fall apart into floating bits, and we keep all of them. I picked the paired basalt plates over the rust-brown cork for Tukkar. The others go back in the pool for other peoples, ships and props.

    Mirrored collage head, Basalt over cork
    Basalt over corkTUKKAR
    Mirrored collage head, Pine ridges and a bone plate
    Pine ridges and a bone platekept for someone else
    Mirrored collage head, An open arch
    An open archkept for someone else
    Mirrored collage head, Cork flanges
    Cork flangeskept for someone else
  5. 5

    Grow a body from the same parts

    The chosen head stays locked in place, same size, same spot, and new bodies get assembled under it from the same material fragments. We try a spread on purpose: two limbs to ten, short and wide to tall and narrow, all drawn to one scale and standing on one baseline. Tukkar is canonically 2.3 meters, so the deep barrel at his height became the favorite. The rest are seed stock for the galaxy.

    Body trial M01, Suspended vault
    Suspended vault2 load-bearing forelimbs / no separate legs · 1.80 m
    Body trial M02, Deep barrel
    Deep barrel2 arms + 2 legs · 2.30 m · his height
    Body trial M03, Tripod bastion
    Tripod bastion2 arms + 3 legs · 2.65 m
    Body trial M04, Split reach tower
    Split reach tower4 arms + 2 legs · 3.10 m
    Body trial M05, Four-leg fortress
    Four-leg fortress2 arms + 4 legs · 1.65 m
    Body trial M06, Eight-point shield
    Eight-point shield4 arms + 4 legs · 2.45 m
    Body trial M07, Six-arm column
    Six-arm column6 arms + 2 legs · 3.25 m
    Body trial M08, Ten-limb redoubt
    Ten-limb redoubt4 arms + 6 legs · 1.95 m

    Eight body trials for one head, all at the same scale. Limb counts and heights are explorations; nothing here is final anatomy.

  6. 6

    Paint over it, and keep the silhouette

    Only now does the painting pass run, working right on top of the collage. It has to keep the outline, the big masses and the holes, so the cut seams turn into plates and joints instead of disappearing. The fine detail it adds is a proposal I can throw out.

    The raw Brakkan collage: basalt, cork and bark fragments in a mirrored bodyThe painted Brakkan development sheet, front, side and back

    Left: the Brakkan collage the painting started from. Right: the painted development sheet.

  7. 7

    Put it to work

    Then the design walks into scenes and we find out if it holds up. Tukkar in the crew lineup, and fixing a ship in the rain with Abigail on Vokra.

    Tukkar Omdor in the crew lineup
    Tukkar
    Abigail hands Tukkar a wrench under a ship in the rain on Vokra

What the painting pass has to respect

The head sets the body

An exotic head doesn't get human arms, five-finger hands and a pair of trousers by default. Its folds, branches and openings carry down through the whole body.

Every limb has a job

If something touches the ground, it's support. If it grabs, it's a hand. A design doesn't get an extra leg just to look more alien.

Different bodies, different clothes

Gear gets cut for the body wearing it. Take the color away and you should still be able to tell two characters apart by their clothes.

Check the shadow

Look at the silhouette small and dark, and fix any shape down the middle that reads as something it shouldn't.

Signatures stay put

Abigail's curls belong to Abigail. A ship or a chair doesn't get her hairstyle because a piece of bark happened to look like it.

Humans stay human

Kellen was grown in a lab, and he still has a plain human skull and ears. No crest, no horns.

What those rules did to the lineup

Here's the first lineup next to the one we approved. In the first, four very different heads sat on the same human body in the same jacket and trousers, and Kellen had a crest. Run the rules and the bodies change. Nym got long, many-jointed hands to go with that nested head. Vesk's four lower limbs float, curled up off the floor. Lio stands on two legs under that dark keel. Kellen went back to a plain human head. Tukkar was already right, so he stayed.

The first crew lineup: four alien heads on near-identical human bodies
The first lineup. Same six, same order.
The approved crew lineup of six
The approved lineup: Abigail, Tukkar, Nym, Vesk, Lio and Kellen.

Same method, every size

Worlds and ships

Planets and ships start the same way. For a world, the material fragments get wrapped onto a sphere, and the cut seams between them turn into coastlines, ridges and riverbeds when it's painted.

The painting has to keep the collage's outline, its big masses and its open channels. That's why Auri has a fan of gold ridges across one side and Tevo has turquoise rivers running through it, with no planet that looks like a copy of Earth except Earth.

Drag the slider on each world.

Auri raw collage
Auri painted
RAW COLLAGEPAINTED
Auri. Drag to compare.
Gelmoor raw collage
Gelmoor painted
RAW COLLAGEPAINTED
Gelmoor. Drag to compare.
Tevo raw collage
Tevo painted
RAW COLLAGEPAINTED
Tevo. Drag to compare.
Brakkan body raw collageBrakkan body painted
Brakkan body: the raw collage, then the painting.
The Encore raw collageThe Encore painted
The Encore: the raw collage, then the painting.
The Ironclad raw collageThe Ironclad painted
The Ironclad: the raw collage, then the painting.

Push the proportions

Same material, different bodies

I wanted the aliens in DARK CELL to feel like they came from different worlds, not like variations on one human body.

That meant pushing past faces and surface details to the thing that makes a silhouette: how big the head is next to the body, where the sensors sit, how long the limbs run, how a figure takes up space.

The workbench gives you the material, and its Design lens lets you mark the head, body, limbs and details of a collage, lock the pieces you love and compare branches side by side. For these studies we took the next step. We used earlier collages as visual references and had the paint made directly with AI image generation, then pushed the proportions much further: compact figures with enormous heads, towering long-limbed ones, broad many-armed ones.

There was no formula for an iconic character. The point was a wide range of possibilities, then seeing which ones felt distinctive, expressive and right for the story.

Where the bodies start

The creatures here began as raw, mirrored collages like these two. The paint keeps the material and changes everything else. Abigail and Kellen are people, so they skip the collage.

A raw collage head made of cork and stone, mirrored, dark flared plates above a rust-colored crest.
Tukkar’s raw head from the workbench
A raw collage head made of mica and a seed membrane, mirrored into a pale pointed shape.
Nym’s raw head from the workbench

Lio

Six painted studies of Lio in bone, rust and indigo cloth, each a different body: a tiny figure with a giant head, a needle-tall one, a low wide one, a hovering diamond, a spindly crab-like one and a tall pear-shaped one, each with a gray human for scale.
Exploratory · not canon A Spark, B Pin, C Bulwark, D Kite, E Lantern, F Mantle. One material, six bodies. Full size ▸

Abigail

Three painted studies of Abigail Chase in an ochre work jacket and brown trousers, holding a notebook and a red pencil, shown as approachable, resolute and in contrast, with a silhouette under each.
Exploratory · not canon A Approachable, B Resolute, C Contrast. The human on the ship, tried three ways. Full size ▸

Tukkar

Three painted studies of Tukkar in cork, stone and bone-like plates: a low wide body with huge amber eyes, a very tall thin one, and a broad four-armed one, each beside a gray human for scale.
Exploratory · not canon A Pocket Titan, B Long Watch, C Bastion. Full size ▸

Tukkar

Three more painted studies of Tukkar: a tall stilt-legged figure under a wide plated canopy, a low flat shelled one and a crown-shaped one on arched legs, with a gray human for scale.
Exploratory · not canon D Strider, E Anchor, F Crown. Full size ▸

Nym

Three painted studies of Nym in pearly mica with a teal drape: a tiny glowing figure, an extremely tall needle-thin one and a wide eight-legged one under a clamshell crown, beside an adult human.
Exploratory · not canon A Lantern, B Needle, C Oracle. Lovable, ominous, all-seeing. Full size ▸

Nym

Three more painted studies of Nym: a low clamshell body with tiny legs, a lens-shaped one on thin legs and a huge egg-bodied one on stilts, beside an adult human.
Exploratory · not canon D Cradle, E Lens, F Pilgrim. Full size ▸

Vesk

Six painted studies of Vesk in peach and green leaf-like membranes: a thin reed, a wide bloom with a hole at its center, a curled cradle, a ring, a tall arch and a trailing thicket, each with a gray human for scale.
Exploratory · not canon A Whisper, B Bloom, C Cradle, D Lantern, E Arch, F Thicket. Full size ▸

Kellen

Six painted studies of Kellen Nine in the same dark vest, trousers and holsters, each with a different human body: a very long thin one, a short heavily muscled one, a tall one in long trousers, a long-armed one, a barrel-chested one and a tall slender one.
Exploratory · not canon A Longform, B Compact Power, C Strider, D Reach, E Barrel, F Spire. Even a human can be pushed a long way. Full size ▸

Kellen

Three painted studies of Kellen Nine in a dark brown flight suit with belt pouches, shown as open, precise and in contrast, with a silhouette under each.
Exploratory · not canon A Open, B Precise, C Contrast. Full size ▸

And the other peoples

The same idea, pushed across every people in the galaxy: six possible individuals each, from a tiny glowing blob to a ship with a mind of its own.

OPEN THE FIELD GUIDE ▸

Six possible Fenn individuals, exploratory artSix possible Gelm individuals, exploratory artSix possible Machine mind individuals, exploratory artSix possible Reef individuals, exploratory artSix possible Skarn individuals, exploratory artSix possible Tessel individuals, exploratory art

These are explorations, not final designs. Some may join the core ensemble. Others might turn out to be different characters, or different species, elsewhere in the universe. For me that’s the exciting part: discovering a form I wouldn’t have thought to draw, then finding out who or what it might become.

Rendering styles

Same lunch, seven ways

One scene from Hunt 31, Abigail's lunch relay on Stair Nine, painted in every style we've tried. Animation is the favorite so far. Nothing's locked.

Hunt 31 lunch relay, Cinematic Sci-fi

Cinematic Sci-fi. Grounded material surfaces, atmospheric depth and cinematic light. Fine surface detail and smoothly modeled form. Where we started.

Raw shapes

Heads we keep coming back to

Before anybody gets painted, there's a raw shape. These are some of the head studies I marked as favorites for the crew. None of them is final.

Abigail raw head study, Off-center knot
ABIGAIL · Off-center knot
Tukkar raw head study, Paired heavy plates
TUKKAR · Paired heavy plates
Nym raw head study, Broad folded shell
NYM · Broad folded shell
Lio raw head study, Shallow lateral spread
LIO · Shallow lateral spread
Kellen raw head study, Narrow folded plane
KELLEN · Narrow folded plane

Nothing gets thrown away

Earlier passes

We keep every reject. A body that's wrong for one people might be right for another, or for a ship, or for something on a market stall in Belo.

Brakkan body, first and second pass, earlierBrakkan body, first and second pass, later
Brakkan body, first and second pass
Noetic body: the extra arms came off, earlierNoetic body: the extra arms came off, later
Noetic body: the extra arms came off
The Orchard, first and second pass, earlierThe Orchard, first and second pass, later
The Orchard, first and second pass
The Counterfeit Moon: an open ring, then a solid fake moon, earlierThe Counterfeit Moon: an open ring, then a solid fake moon, later
The Counterfeit Moon: an open ring, then a solid fake moon
Vokra, first and second pass, earlierVokra, first and second pass, later
Vokra, first and second pass
Hullow, first and second pass, earlierHullow, first and second pass, later
Hullow, first and second pass

All the art on these pages is development art. The designs are still in review, and in a few places the pictures and the words don't agree yet.