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Illustration & character production / Case study

Catbal: our biggest
illustration brief yet.

A collection of 1,776 pawtraits, an elaborate world behind them, and a four-week deadline to tackle thousands of hand-drawn assets.

THE SCHOOL OF CATBALA world,
drawn by hand.

Bold outlines. Glossy surfaces.
Characters with a story behind them.

Collection artwork / Metallic accessories, layered chains and a glossy illustrated finish.
Collection
1,776 pawtraits
Discipline
Illustration
Team
11 people / Sketch, render, layering
Brief window
Four weeks
01

We came in late, and the brief was massive.

Catbal brought us in at the last minute because they needed more creative manpower.

The scope called for more than 3,000 unique traits and 7,000 unique layers. There were also one-of-one artworks and additional deliverables to cover, all within a four-week window.

Illustration was our main business at the time, but we hadn’t taken on anything this big before. The collection also had a very particular style, with detailed rendering and a whole world of lore behind the characters.

This was before AI was part of our production process. The sketches and finished artwork had to come from artists.

3,000+Unique traits in the brief
7,000Unique layers in the brief
4 weeksProduction window

Production scope is separate from the collection’s 1,776 pawtraits.

Streetwear, sharp silhouettes and small character accessories.
A different face, with the same detailed illustration language.
Expressive styling, jewellery and layered clothing.
A hooded silhouette and illuminated eyes.
School of Catbal / A masked scholar, an owl and a feather.
School of Catbal / Red hair, glasses and a ceremonial staff.
02

There was an entire school of Catbal to understand.

The collection followed cats through five tiers, from vaguely sensing that something was wrong with reality to occupying the highest, supposedly nonexistent circles of power.

Each tier had its own place in the story and its own allocation of pawtraits. That gave the artwork a specific context: we were helping produce characters who belonged to different parts of an established world, with a visual identity that needed to hold together across the collection.

TIER I

Lost and Found

Cats beginning to sense something strange around them. Possibly Cathulhu. Possibly a bozo making noises.

1,416 pawtraits15 categories
TIER II

The Appawrentices

New students taking their first steps through the School of Catbal.

200 pawtraits7 categories
TIER III

Illumeownatus

The Academy’s finest, keeping the light of gnosis alive.

100 pawtraits5 categories
TIER IV

Manus Catbali

A supposedly nonexistent circle at the highest levels of power.

40 pawtraits5 categories
TIER V

Magistri Maximi Catbalorum

Living legends embodying different ways of completing the path.

20 pawtraitsIndividual unique pawtraits
03

We built an eleven-person production team.

We reached into our creative network and brought in more artists to help with the workload. Then we split production into clear responsibilities: four artists sketched the traits, six rendered the sketches into finished artwork, and one project manager handled the layering and kept everything in place.

This gave the work a defined route through the team. Sketches could move into rendering, while the project manager handled how the finished components fitted together.

Bringing additional artists into such a specific style was part of the challenge. The bold outlines, glossy surfaces and detailed accessories had to feel consistent as the work passed between people.

01 / SKETCH4

Artists defining the traits.

Ideas and silhouettes take shape as sketches.

02 / RENDER6

Artists bringing the finish.

Linework, surfaces, accessories and shading.

03 / LAYER1

Project manager keeping it together.

Layering and the organisation of finished components.

04

The characters had rules underneath the artwork.

The collection’s specification defined ten attributes, in a set layer order. Fur and face were marked as unswappable. The other eight attributes were swappable.

Each component needed to sit correctly within the assembled character, with the right elements appearing in front of or behind one another.

With 7,000 unique layers in scope, this needed someone’s dedicated attention. Our project manager handled that part of the work while the artists focused on sketching and rendering.

  1. 01BackgroundSwappable
  2. 02CompanionSwappable
  3. 03FurFixed
  4. 04FaceFixed
  5. 05HeadwearSwappable
  6. 06ClothesSwappable
  7. 07NeckSwappable
  8. 08OffhandSwappable
  9. 09HairSwappable
  10. 10CollectibleSwappable

Layer order from the collection specification.

05

The detail still had to survive the scale.

The finished artwork shows the level of care involved: hard highlights across the faces, layered accessories, small hanging chains and softer shading through the clothing.

Those details took time. They also help explain why six people were dedicated to rendering. Alongside the trait production, the brief included one-of-one artwork and other creative deliverables within the same schedule.

Finished collection artwork / Select the image to explore the details.
Close view of the character’s goggles and facial highlights.01 / Highlights & linework
Close view of chains, metal accessories and clothing.02 / Metalwork & accessories
06

Many characters. One visual language.

Across the selected artwork, the personalities change while the visual language stays connected: bold outlines, distinctive silhouettes, carefully rendered surfaces and accessories that help tell each character’s story.

Have a world you want to bring to life?Let’s talk about the illustration. ↗Next case study ↗Giving Turbo AI a personality of its own