Category Archives: Planetary Concepts

Various types of conceptual pictures (typically drawings or Photoshop creations) and videos that encompass the cosmic entities within the various Perspectives of the “Legends of Saviors” games.

Planet Tara/Signa (A Detailed Look)

Detailed lore of each Phase of Tara/Signa
Detailed icons and landmarks of each Phase of Tara/Signa

The fifth main planet of the first few games in the “Legends of Saviors” series.  Within “Unsung Saviors: The Buntainen Souls” – one of the many offshoot games in the series – a complete and perfected group of 5 Buntaiens of Saro make their way to this technological marvel, yet what they find is a seemingly dead hunk of metal and rock hanging in the sky.  What has transpired here, and are there any survivors left over from such a silent and peaceful genocide?

I will let the pictures explain themselves!

Planet Jagg (A Detailed Look)

Detailed lore of each Phase of Jagg
Detailed icons and landmarks of each Phase of Jagg

The fourth main planet of the first few games in the “Legends of Saviors” series.  Within “Unsung Saviors: The Buntainen Souls” – one of the many offshoot games in the series – Yenen, Draegon, and Wajoby make their way to this frozen orb of secrets, to unearth a certain mineral that should be able to cull the ever-growing demonic soul within Kaiel back on Par’N.

I will let the pictures explain themselves!

Planet Hatz (A Detailed Look)

Detailed lore of each Phase of Hatz
Detailed icons and landmarks of each Phase of Hatz

The third main planet of the first few games in the “Legends of Saviors” series.  Within “Unsung Saviors: The Buntainen Souls” – one of the many offshoot games in the series – this is where Yenen, Luka, and Kaiel must venture to, in order to find the last of the 5 Saro Buntaiens, and to help soothe the lives of the inhabitants of this crumbling world.

I will let the pictures explain themselves!

Planet Katu (A Detailed Look)

Detailed lore of each Phase of Katu
Detailed icons and landmarks of each Phase of Katu

The second main planet of the first few games in the “Legends of Saviors” series.  This is where the 4th Buntaien of Saro, Luka, will be found, and also a foul plot to create a planetary civil war is afoot!  Can Yenen – on his first, true mission as a Buntaien – find and save her before she is embroiled in the chaos that is surely to ensue?

I will let the pictures explain themselves!

Planet Par’N (A Detailed Look)

Detailed lore of each Phase of Par’N
Detailed icons and landmarks of each Phase of Par’N

I had forgotten to post these over a year ago, but it’s never too late to start something, so here they are!  This is about Par’N, the planet where Yenen and Kaiel meet each other for the first time (and a myriad of other events that occur afterwards).  I will be posting the other 8 “infopics,” for the other 4 main planets of the first few games of the “Legends of Saviors” series.

I will let the pictures explain themselves!

The Planet Signa/Tara Concept

The 3 Historic Phases of the planet Signa/Tara
The 3 Historic Phases of the planet Signa/Tara

Within the first RPG title of the “Legends of Saviors,” the player will continue their cosmic adventure onto the 5th playable cosmic entity (the last playable planet), known as Signa (originally known as Tara), within the Saro Perspective.

Signa (within its 1st and part of its 2nd Phase, it was known as Tara), and the rest of the cosmic entities that takes place after it, are all very new concepts and eventually should help lead to an amazing final arc, straight into the conclusion.  The name “Kendell” has come up a lot in prior posts, and this character has been around almost as long as the original concepts for the 5 main characters in the beginning.  Dr. Kendell was originally a human scientist and doctor who helped prefect the art of cloning; in which after many years of research, felt he needed to up the ante by attempting to clone gods (or god-like beings).  There were originally a set of 4 Yin-clone’s he created (Yenen and Draegon being two of them), and he would set them out for various tasks for funding, technology, etc.  Kendell has been – and still is – one of the most crucial characters of the Saro Perspective and all that transpires there.  For a long time, I never really visualized or even drew concepts on the home planet, where Kendell was from or worked on, but eventually got around to doing so in the summer of 2015.  I knew I wanted to have a beautiful, organic planet be turned into, over time (and with the new lore and history of both Signa and Kendell) to a uniform, mechanized sphere with nary a life form to be found; to show a complete transformation, and create a species and culture that surrounded those ideas.  I feel this version (an updated one from version 1, which I will be posting more about later, in a “Throwback” post) certainly encapsulates what I had finally envisioned, and looks pretty unique and simple, at the same time.

If you are interested in more details of the newest concept of Signa/Tara, check out this post and this post!

The Planet Jagg Concept

The 3 Historic Phases of the planet Jagg
The 3 Historic Phases of the planet Jagg

Within the first RPG title of the “Legends of Saviors,” the player will continue their cosmic adventure onto the 4th playable cosmic entity (a planet in this case), known as Jagg, within the Saro Perspective.

Jagg, like Signa, wasn’t even conceived of until a few months before I had started back to college in the fall of 2015.  I was trying to come up with an idea for the 4th playable planet, one that would be a bit different than the others, follow a certain theme (in this case, obviously water-based and “movement” in various ways – one example is the Alpha Species of Jagg are the first species to create space flight in the Saro Perspective), and also served a few different functions, both in a narrative way and game design-wise.  Firstly, I wanted to present an almost “lifeless” planet/level to the player, full of wonderfully broad views and intrigue of what had transpired (initially, the idea was to have a planet become totally submersed in water at one point in its history, effectively killing off most of the flora, fauna, and even killing off the Alpha Species, but the frozen aspect was later added with the revamped history of the planet and its inhabitants).  The giant Kay Shard would also help begin unraveling questions within the player, having to do with the gigantic structure, its purpose, and its origin; as it obviously does not look like a “natural” occurrence.  Secondly, the time in which the player gets to visit Jagg will be (if not at the exact time) the climax of the RPG title, “The Buntaien Souls;” where, within the story, Kaiel is under great duress, Yenen begins to remember things he probably shouldn’t be, and the facing of a planet where almost everything is dead and frozen in place, should give a very tense and somewhat melancholy feelings to the player, hopefully urging them along, to make get answers to their questions, and to make things right, again!  Also, another reason for the purpose of Jagg, and what becomes of it, is integrally tied to the transition one main character must go through, to help further their character development and to lead the game where it eventually goes (to Signa and beyond)!

If you are interested in more details of the newest concept of Jagg, check out this post and this post!

The Planet Hatz Concept

The 3 Historic Phases of the planet Hatz
The 3 Historic Phases of the planet Hatz

Within the first RPG title of the “Legends of Saviors,” the player will continue their cosmic adventure onto the 3rd playable cosmic entity (a planet in this case), known as Hatz, within the Saro Perspective.

Hatz was the last planet I was conceptually working on back in the RPGMaker days, which was originally a bit different than it is now.  The first idea was to have a rocky and desert-like planet with sparse spots of flora and fauna spread about, and barely any water sources to be found.  The main species of the planet was to be split into different “Tribes,” and would fight over the dwindling resources of their world.  Wajoby was also to be found on the planet (but now looking different and having lost his memory) among a small faction within one of the Tribes, and the player was supposed to somehow find a way to convince Wajoby (at this point, known as Talon) to come back to Par’N with you to recover his lost memories and powers.  One last point to make about the differences and comparisons between the original use for the planet and the current one is that the planet will now look quite different (going from a planet full of life into a desolate and starkly different one), but the idea of “Tribes” fighting over territory and resources, and the recovering of Wajoby from Hatz, is still in the current concept (however, with some different alterations).

There are currently two overall versions of Hatz in the works, where one is what you see above, and the other is similar, but the “Colossal Breaches” in the 3rd Phase are not as far-reaching, but rather more rounded areas scattered about (you can see the original Photoshop concept of it in the first row, second column in this picture).  I personally like the newer ideas of having a race split among itself, one taking to the skies around the mountains, while the other lives calmly in the fields below.  Where eventually one becomes obsessed with hatred for the other, sets out a plan to destroy them, but this actions ultimately and utterly gets them destroyed by their supposedly fallen enemies, however this action, too, leaves the planet in disarray and the surviving sub-species of the race must find a way to reconcile for the retaliation they committed.  With this planet, no matter what kind of concept I eventually go with, I hope to bring about a theme of how war is, as it may have been said before, never a means to an end; it is a perpetual force onto itself.

If you are interested in more details of the newest concept of Hatz, check out this post and this post!

Original Planet Icons Concepts

The original icons for each of the main playable areas
The original icons for each of the main playable areas

Within the titles of the “Legends of Saviors” series, there will be a diverse set of playable areas; more specifically, planets, “stars,” and space installations.

In the summer of 2015, I started classes at BCTC for Graphic Design upon a Video Game track, and I was taught the basics of Photoshop.  Within a couple of weeks I started, for the first time, using Photoshop to try to create stuff from my old project I had worked on many years prior, and began to get motivated to completely overhaul my old ideas into better ones.

From left to right, top to bottom, the first two icons are for both the (what is now termed as) Proto Par’N and Present Par’N (respectively), the 3rd icon was the first version of Primal Katu (when it had four rivers instead of two), the 4th icon is Present Hatz (with smaller “Colossal Breaches” than what can now be seen on the newer concepts), the 5th icon is the old version of Present Jagg (when originally, the planet had been flooded, instead of frozen), the 6th icon is Present Signa (which, in my opinion, kept the same concept, but now looks MUCH better).  As for the last column of icons, those are kind of secret, and are still in development, conceptually.  I plan on posting histories, legends, and videos of their newer versions whenever I get them finished!