My first task when joining Bioware in 2014 was to come up with the ancient race of remnants I was lucky enough to do the concepts as well as the hires meshes and game meshes for most of the creatures and characters. For the Remnants I utilized deep-sea creatures for inspiration and wanted them to be very gentile and organic but with a hi technology aspect that some what felt amalgamated and had evolved into organic forms. Remnants would display cool colour tones whilst building and fixing structures until they disturbed and will change and pulse with more aggressive colours as shown below in the concepts. They would also be part of the environment embedded into walls and structures while passive - not sure if this was implemented into game.
Khett Exulted was the first Khett designed for the race, some design requirements landed up restricting the desing a bit and the Art direction was to be romacable and relateable,
Warbeast was fun one to work on as it was the first creature which got Kjettified lol I tried to keep all the body shapes and forms very close to design needs, warbeast needed to be an aggressive attacker but agile and with the abilty to cloak and attack with quick strikes
Fiend was done as the brute of the game and had a few design features that were dropped due to time restraints
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