Turbo Squad was produced under a very constrained pre-production timeline. We had a limited number of tries before having to make directional decisions. To resolve this issue, a new workflow was taken into production. The very initial concept was done through a 3D block-out. This way we can quickly visualize the shapes/proportions and directly integrate the model into the game for validation. Once we were able to agree on the broad direction, the team then quickly moved on to painting over details and shape refinement.