

So even though "Mass Effect" has an established look, you still feel like you were able to put your stamp on the universe through this series? Some of the characters in the comic will be part of the new game, so I had to stick exactly to the designs done for "Mass Effect 2." All my designs were approved by BioWare as well.


Also, I've been happy to have the chance to design some stuff, like Liara's armor. Above all, the look for this series is based on screen captures, renders and designs used in the first game, all provided by BioWare. The look of the comic is a little dark and dirty because of the events happening on Omega - a rusty, decadent place. OF: Not all the locations in the comic will be seen in "Mass Effect 2," so we had to invent some streets and alleys for the book. Omar Francia's take on Liara from issue #1 How closely did you work with BioWare in creating the look for this series? It's a very complementary universe, but it also has thousands of its own elements I can use to create new characters. And you find influences of alien technology among humans as well.

Also, the human and aliens are more unified: you may see an alien with a humanoid figure wearing human armor or using human weapons, for example. The logic behind designing technology is different the engines of the ships, the armors, and the weapons are all unique. When it comes to backgrounds, vehicles, and props, "Mass Effect" differs stylistically, using more curved shapes. I'm also trying to detach from a too-realistic style and get closer to a more dynamic and expressive look with the figures. It's a cleaner look, less shadowed, with more line drawing. Omar Francia: It's not too different, but you'll see that I prefer to finish in ink instead of pencil. Omar, how does "Mass Effect: Redemption" compare stylistically to the work you've done on "Star Wars Legacy?" When you play the game, you're playing as Shepard, and that's who you see the world through, but now this is a chance to see it through the eyes of other characters in the "Mass Effect" universe. This was a chance for us to see the "Mass Effect" universe in a different light artistically, and also through the eyes of different characters. MW: Not from a story perspective, but when you're making a game, you're telling a story a certain way. Were there certain places or events that you were able to explore through the comic that you couldn't in the "Mass Effect" games?
