The world has changed a lot… enemies that are now friends, and friends are now the enemy. There are unimaginable and powerful new foes. Cutting-edge technology has appeared on the scene for some time now. And there are strange and new worlds to explore via the Portals, a kind of mysterious doors that can transport you to other universes. The Army Men’s adventure has only just begun!
What will be written here will be from now on. Our history now is being written.
“Nothing remains the same Hawk. Beings from other worlds. Ancient soldiers. Giant Bears that shoot rays from their eyes, mechanical beings that are harder than plastic itself, and weapons of mass destruction that destroy entire worlds.
Since we found the other worlds, but especially since we found the large world, everything changed. Nothing is or will be the same as before. There was a revolution in our world, our existence”
Real behind the game facts:
Game Development corner for the community
A look at everything behind making a video game about small toy soldiers.
A Small World: Making of the Microverse
How is the small (or giant) world of the Army Men made? What would their perspective of the world be like? Is physics different when your are small size? These and more questions examined in detail to help us think about how to create and design not only how the giant world visualized from the perspective of a small plastic soldier, but how this world actually works.
The Evolution of Plastic Soldiers in the Army Men Toyverse Like the clones in Star Wars, Plastic Soldiers are mass-produced with a single purpose: to fight. Fresh out of the mold, they are identical in appearance and function. They have no personal identity, no opinions, and no customization. Their abilities are the same, their uniforms … Continue reading From Identical Soldiers to Individual Warriors→
Flags, logos, and other visual representations are powerful tools in graphic design, serving as symbols that convey identity, values, and messages of groups, nations, factions, and communities. Let’s explore these elements from a graphic design perspective, focusing on representation, iconography, and the meanings behind various design elements and their users. Army Men Nations flags Flags … Continue reading Making the Microverse, Part 10: Flags, Identity, Nations and Factions→
The Toyverse thrives on the belief that every toy has a soul, a tiny spark of magic. So in the Real World, the world that ties all toys to a common origin, is so bigger that contains a few “embasies” from the other worlds, officially recognized by some toykinds and some of this worlds. So … Continue reading Embassies in other worlds→
There are many ways to make conceptual art… The points to take into consideration for our Army Men concept artists: Conceptual art is an artistic and simplified sketch in which the conceptualization or idea is more important than the drawn/conceptualized art. Ideas prevail over their formal or sensitive aspects so that the artistic aspect of … Continue reading Making the Microverse, Part 6: Concept Art & Storyboards→
… So here we go with an in-depth study on the soundtracks of the Army Men franchise games… Soundtracks are an indelible mark on a franchise’s identity. They are very important when creating a sequel video game to a franchise as established in collective knowledge as Army Men. Sounds and Music Samples all around the … Continue reading Making the Microverse, Part 5: That music sounds familiar…→
To work or not to work, that is the question Weapons will work in a very particular way in the Army Men Toyverse. They will work normally in the worlds they come from, but will stop working in other worlds, or will be nerfed at least. This way we ensure that the seemingly weak plastic … Continue reading Making the Microverse, Part 4: Weapons Malfunction→
Tone, hue, or tonality: the degree to which the visual color stimulus can be described. The Army Men armies in our project, especially in canon and in Army Men Revolution, will have different shades within their own ranks, just like plastic soldiers in the real world. Photos courtesy of Caenen Meltesenhttps://instagram.com/caenenmeltesen Over the years, the … Continue reading Making the Microverse, Part 3: Shades of Plastic→
To make an incredible video game sometimes you need to do a lot of research A pigeon fighting a plastic soldier sounds ridiculous, until you see it with your own eyes… High speed. Precision. A weight of 250 Gr (9 ounces or 0.6 pounds). After watching this video, you don’t have to use much of … Continue reading Making the Microverse, Part 2: Animal Warriors→
Before 3D design and video game design, other talented artists had to face the challenge of making small beings look realistic, and showing giant environments from their perspective. In this first part of this series, we will reveal some of its ingenious secrets, knowledge that will help improve the experience of the small world of … Continue reading Making the Microverse, Part 1: Miniaturization secrets on Cinema!→
The Microverse, (or Toyverse) as the Army Men call it, is shrouded in mystery. Is it the result of mysterious magic? Is it the collective imagination of humans? Is it simply a simulated world? We expanded and built a world that itself was never explained in detail, and that’s probably part of its appeal: maintaining the mystery.
The Toyverse thrives on the belief that every toy has a soul, a tiny spark of magic. So in the Real World, the world that ties all toys to a common origin, is so bigger that contains a few “embasies” from the other worlds, officially recognized by some toykinds and some of this worlds. So … Continue reading Embassies in other worlds→
To work or not to work, that is the question Weapons will work in a very particular way in the Army Men Toyverse. They will work normally in the worlds they come from, but will stop working in other worlds, or will be nerfed at least. This way we ensure that the seemingly weak plastic … Continue reading Making the Microverse, Part 4: Weapons Malfunction→
Plastic World’s Dawn Land is an almost exact copy, a mirror, of a place of the same name, but in the Prehistoric World, or vice versa. Upon entering this place from the respective portal, the user arrive at an almost identical place, as if it were the same place, but with the original statues like … Continue reading Mirror Worlds: Different worlds or the same worlds but during different times?→
Some of our… theoretical articles perhaps?, about how we designed the Army Men Toyverse in 3D. From the creation of textures and photography, to how we create and imitate the “Real World” (the one we live in, not the one of the videogames) and everything behind what the Army Men’s Plastic World should look like, which in fact IT IS a plastic world.
Remember those great Concept Art pieces? Well, we started making them a reality (sort of). There are some ideas in Concept Art pieces that never became reality (or, in fact, most of them never did). So here we’ll show you the process of how we make them a reality, one way or another.
Army Men 2.5D games: Step by Step The first Army Men games, Army Men (1998), Army Men II (1999), Army Men: Toys in Space (1999), Army Men: World War (1999, PC version), and Army Men: Air Tactics (2000) were developed by The 3DO Company during the late ’90s. These titles were created for PC, though … Continue reading How PC Army Men 2D games were made→
Several 3D models from the Army Men franchise have appeared over the years. Here’s a compilation of the ones the fandom have and the ones we’re missing… Here you can find links to download some of the 3D models made or acquired by 3DO. All of them will be made available gradually. 1. Official but … Continue reading Army Men 3D models→
What is more difficult than creating a character from scratch? Recreate a pre-existing one from low resolution images Something extremely difficult is to imitate a 3D model only with poor quality reference images. It is a tedious and slow job, much more difficult to do than creating a character from 0, at least from the … Continue reading Designing the Army Men in 3D, Part 1: Recreating from Reference Images→
3D models Showroom Characters, vehicles, weapons and other 3D models for the project. Below is a series of galleries showing some of the 3D models for Revolution and the rest of the Army Men Toyverse projects. Characters Vehicles Making of 3D models & 3D printing Weapons Objects
The assets of the game will be a lot, but for the most part they will be the same three-dimensional geometry with different textures, as in the case of the Real World assets. We will try to make each door, each wall, each window and each wooden furniture different, using an algorithm that will modify … Continue reading Revolution assets library→
Characters, vehicles, weapons and other 3D models for the project. Below is a series of galleries showing some of the 3D models for Revolution and the rest of the Army Men Toyverse projects.
Characters
Great War Gray Soldiers
Grey Army Men from the past
Green Army Men Plastic Soldier
Original Army Men
Army Men General Lilac
Army Men Zombies
Plastro from Army Men
Sarge after Army Men: Toys in Space
Army Men Dr. Madd
Army Men William Kirk
Army Men Orange Army
Army Men Orange Army
Tan Vikki Grimm Army Men
Private Driver from Army Men Major Malfunction
Private Wires from Army Men Major Malfunction
Private Anderson from Army Men Major Malfunction
Agent Blue 001
Vehicles
Army Men Huey Helicopter
Army Men Toys in Space Huey
Army Men 2 Huey
M48 Army Men Plastic Tank
Making of 3D models & 3D printing
Grey Colonel
First Real Life Army Men videogame printed 3D model
The Army Men Videogames Website, home of the Army Men Toyverse
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