From quite early on, Forcefield and Oculus knew that the game would be mech/walker based. After many tests, the concept of three basic frames with five variations per frame arised. Each variation would have its own unique ability and the big challenge was to visually communicate this special ability in a handfull of visual cues that where readable within a second, preferably from a great distance.
Landfall is set in a post-flooded world. The initial design stages focussed heavily on a scavenged yet organised and engineered look.