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Mark W. Bellomo (w) • High Moon Studios (a & c)The curtain is raised on the biggest and best TRANSFORMERS game in history! See never-before-revealed art from the genre-smashing TRANSFORMERS: FALL OF CYBERTRON! Watch as OPTIMUS PRIME, GRIMLOCK, BUMBLEBEE, and SHOCKWAVE grow from conceptual sketches into finished, fully-realized characters; witness the development of CYBERTRON into the most detailed renderings of the planet that have ever existed; learn the behind-the-scenes secrets from the visionary artists at Activision and High Moon Studios! THE ART OF TRANSFORMERS: FALL OF CYBERTRON is a must-have for any fan of Transformers, gaming, or great art!TPB • FC • $39.99 • 200 pages • 9.5” x 12.5” • ISBN 978-1-61377-443-4

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IDW founded by Ted Adams, Alex Garner, Kris Oprisko, and Robbie Robbins

THE ART OF TRANSFORMERS FALL OF CYBERTRON. SEPTEMBER 2012. FIRST PRINTING. HASBRO and its logo, TRANSFORMERS, and all related characters are trademarks of Hasbro and are used with permission. © 2012 Hasbro. All RightsReserved. Game © 2012 Activision Publishing, Inc. ACTIVISION is a registered trademark of Activision Publishing, Inc. © 2012 High Moon Studios. All rights reserved. © 2012 Idea and Design Works, LLC. IDW Publishing, a division of Ideaand Design Works, LLC. Editorial offices: 5080 Santa Fe St., San Diego, CA 92109. The IDW logo is registered in the U.S. Patent and Trademark Office. Any similarities to persons living or dead are purely coincidental. With the exception ofartwork used for review purposes, none of the contents of this publication may be reprinted without the permission of Idea and Design Works, LLC. Printed in Korea. IDW Publishing does not read or accept unsolicited submissions of ideas, stories, or artwork.

Ted Adams, CEO & PublisherGreg Goldstein, President & COORobbie Robbins, EVP/Sr. Graphic ArtistChris Ryall, Chief Creative Officer/Editor-in-ChiefMatthew Ruzicka, CPA, Chief Financial OfficerAlan Payne, VP of SalesDirk Wood, VP of MarketingLorelei Bunjes, VP of Digital Services

ISBN: 9781623021535 DIGITAL

www.IDWPUBLISHING.com

Become our fan on Facebook facebook.com/idwpublishingFollow us on Twitter @idwpublishingCheck us out on YouTube youtube.com/idwpublishing

Special thanks to Hasbro’s Aaron Archer, Jerry Jivoin, Michael Verret, Ed Lane, Joe Furfaro,Jos Huxley, Andy Schmidt, Heather Hopkins, Derryl DePriest, Joe Del Regno, Val Roca, andMichael Kelly, as well as High Moon Studios’ Matt Tieger, Peter Della Penna, Greg Agius,Chuck Yager and the Dev Team for their invaluable assistance.

WRITTEN BY

MARK BELLOMODESIGN/PRODUCTION BY

CHRIS MOWRY AND MATT SCHIELEDITED BY

JUSTIN EISINGER

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FEATURING THE ARTWORK OF

JIM DALY Lead Concept Artist

AARON LIMONICK Senior Concept Artist

NORWOOD COLE Concept Artist

EDUARD MARINOV Lead Storyboard Artist/Senior Concept Artist

HENRY LAM Concept Artist

ADDITIONAL CONCEPTS BY

JOSÉ EMROCA FLORES Senior Concept Artist

BILLY KING Senior Concept Artist

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FOREWORDF O R E W O R D

My earliest Transformers memory involves me standing in the basement of my parents’ Wisconsin home, holding theoriginal, die-cast metal Generation One Optimus Prime. It was in that moment, as I stood there clutching the toy, thatI realized my younger brother and I had an amazing new universe to explore. And it was in that same basement thatmany of our epic toy battles and adventures played out over the years that followed.

The Transformers of my childhood were unique and had an exciting story. They were forced to flee their home planetof Cybertron and blend in here on Earth. Like Superman, Transformers had to hide their true identities, only insteadof being human, their alter egos were cars and jets. As children, we found this concept utterly amazing. We religiouslywatched every episode of the animated series and eagerly awaited the film. At that age, Transformers: The Moviewas as awe-inspiring to us as Star Wars. The Transformers lore sits atop a mental shrine of inspirational sciencefiction and fantasy from my childhood, amongst classics such as Tron, Blade Runner, Star Wars, Alien, Road Warrior,The Dark Crystal, and Battlestar Galactica. Escaping into the Transformers universe inspired us and fostered ourcreativity, and I credit that experience with the fact that my brother and I both “grew up” to become artists andcareer video game developers.

Imagine, then, how thrilled we were in the concept department when we heard that Hasbro and Activision were givingHigh Moon Studios creative license to reimagine these characters we loved so much, and to visually redefine theirhome planet of Cybertron. Suddenly I was a kid in the basement again!

Our first character design for Transformers: War for Cybertron was Bumblebee, the iconic hero recognizable to eventhe most casual Transformers fan. The design was a success, and in the eyes of Hasbro we had hit the mark. Afterthat first design, any nervous pressure we had felt over retooling our childhood robot heroes was replaced withexcitement and confidence. Before working on Transformers: War for Cybertron and Transformers: Fall of Cybertron,we had often found ourselves in nostalgic conversations about what it would be like to have been concept artists onfilms like Tron or for an animated series like Transformers. Perhaps we were always ready for this opportunity.

The concept team was afforded a great deal of artistic freedom while designing the environments on Cybertron sincethey had been largely undefined in the Generation One series. If there is any pride at all in our accomplishments asconcept artists on these games, it is that we, as longtime fans of this franchise, were able to leave our mark on thehome world of the Autobots and Decepticons. The collaboration of this group of artists, each with a different styleand unique sensibilities, helped create one cohesive vision. We were fortunate enough to accomplish this quite earlyon in the design process, and we worked diligently to maintain this unified aesthetic on both War for Cybertron andFall of Cybertron. Speaking strictly from the perspective of one who paints and sketches here at High Moon Studios,I am humbled and inspired every day by the artists I work alongside. I hope you have as much fun delving into thiscollection of art from Fall of Cybertron as we did playing with our toys again.

Jim Daly, lead concept artist

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I am pretty sure I have the best job in the world.! I get up every day, workwith extraordinarily talented people, and play with Transformers all day long.Cybertron is this legendary place that Transformers fans, like me, have haddecades to imagine. What would an all-metal, Cybertronian world be like?What was the Civil War really like? What would Optimus Prime do?! We askeach other these questions with childish glee, like other offices ask eachother about…! !actually I have no idea what other offices are like (and I hopeI never find out).

Cybertron has been our playground for several years now, first with Warfor Cybertron and now with Fall of Cybertron. In the beginning, the dauntingmission statement before us was to tell the story of their world andredesign the “classic G1” look.! At first, we were so humbled by theresponsibility that we took cautious steps, but as we engrossed ourselvesin their world we became more and more at ease—I believe we got to a placewhere we just innately knew the “right” answers; we were (and have beenfor years now) in the “groove” and that is an amazing creative place to be.

We have been fortunate enough to delve deeply into the lore and even createsome lasting stories of our own.!But if I had to choose one component thatwas the most fun for me, it was definitely the character designs.!Combingthrough the source material to find the signature visual designs—and thengiving them our own spin—was a wellspring of endless joy.!

Blast Off immediately springs to mind;!the original toy was a brownish spaceshuttle; yep, you read that correctly. We all looked at each other andscratched our heads. How in the world could we make him cool?! We pushed,pulled, discussed, and experimented until we decided to go crazy with theengine parts.!We took the traditional shape of the space shuttle engines andexposed the inner workings, which made the vehicle look fantastic, and thenwe translated those shapes into his rad-looking shoulders. His design isevocative of the original, while still adding a High Moon spin, and in the endhe became one of my favorite character designs.!

As a child, I remember the collision of robots and dinosaurs as a sci-fi peanutbutter and chocolate moment—perfection! Grimlock was something we werepassionate about from day one on this project.! His personality, lore, anddinosaur form were incredibly compelling reasons to include him in the game.When we were designing him I remember hurrying through my morningroutine, just to get to work and check-in. I remember shirking otherresponsibilities so that I could see how the concept was going or get mythumbs on the controller.! It was a great time to look back on and is doublyrewarding when I meet fans who are so excited to see him and play him inthe game.

Fall of Cybertron is the culmination of years of hard work and dedication byan entire team of passionate game developers.!We are immensely proud ofthis game. For millions of us, Transformers is a big part of our lives and tous it was a weighty responsibility.! Our goal was to reinvigorate the “oldschool” nostalgia of Transformers. We wanted to create somethingauthentic, entertaining, and original. Frankly, I think we nailed it!

As you turn the pages of this book, I hope you feel the love that we havepoured into this world, I hope you can get a sense of the respect we havefor the material, and I hope your enjoyment of Transformers—whether thatbegan in the ‘80s or begins today, with this book—is never ending.

-Matt Tieger, game director

INTRODUCTIONSI N T R O D U C T I O N S

We started this project with the goal of building on the success of War forCybertron by taking player criticism of the previous game to heart. Wewanted to give the fans exactly what they wanted for this sequel, and theart-specific feedback we received was mostly centered around adding evenmore of their favorite iconic characters from the original series, having agreater variety of enemy characters to fight, and a wider range ofenvironments to play in.

The game takes place on a planet ravaged by years of constant warfare asthe Autobots prepare to leave their home world. Our goal was to design aneven grittier and more realistic version of war-torn Cybertron, and to tryto capture the feeling of loss the Autobots experienced as they witnessedthe ultimate destruction of their once beautiful home.

Throughout preproduction we immersed ourselves in the world of the G1Transformers and their home planet Cybertron. We wanted to preserve thenostalgic essence of the original toys, comics, and animated shows whileupdating it with our own unique style.

A big part of the challenge of designing Cybertron was that it is an all-metalworld; we really had to push ourselves to find ways of making each newenvironment feel fresh and varied while staying true to the fiction andoriginal source art. There wasn’t a ton of old reference material for theplanet itself so we had a lot of latitude to explore interesting new locationsnever shown in previous games or movies. In addition to the Autobot andDecepticon capital cities of Iacon and Kaon seen in the previous game, theconcept department generated hundreds of images of the Sea of Rust, theInsecticon burrows around Shockwave’s research facility, and the blasted-ash-covered wasteland that is all that remains of vast areas of Cybertron’ssurface after the cataclysmic events of War for Cybertron.

Cybertron is an alien planet inhabited by giant beings; there are no familiarhuman touchstones to help orient the player. In designing an ordinary gameyou can get away with using a lot of photo reference for locations andprops, but this project required concept for almost every location andobject in the game. The sense of scale was also a tricky thing to convey.On Earth Transformers looks huge, but on Cybertron everything is scaledappropriately for them. We wanted the player to still feel big and powerful,which required a lot of work tuning the character animations and sound FXto help reinforce the feeling of being a giant metal warrior.

The characters are obviously the stars of the game, and we weredetermined to add as many new Transformers for this project as we couldfit on the disc. Each new character design started with a personality bioand a ton of research to determine which elements of the original G1 designneeded to be preserved and which could be pushed and updated with ourown style. A single image of the robot and vehicle modes of a newcharacter was generated and submitted to Hasbro for approval, and oncethis design was approved the concept team had to create detailed technicaldrawings of the character and vehicle from all angles so the game modelcould be built in 3D. This was a time consuming process that usually tookseveral weeks.

It’s been a great pleasure working with the talented art crew here at HighMoon Studios. I have a deep respect for the amount of hard work anddedication they have contributed to this project, and I’m immensely proudof the experience we have created.

-Ivan Power, lead artist

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“Many millions of years ago, on the planet Cybertron, life existed. But not life as we know ittoday. Intelligent robots that could think and feel inhabited the cities. They were calledAutobots and Decepticons. But, the brutal Decepticons were driven by a single goal: totaldomination. They set out to destroy the peace-loving Autobots, and a war between the forcesof good and evil raged across Cybertron, devastating all in its path, draining the planet’s oncerich sources of energy. The Autobots, on the verge of extinction, battle valiantly to survive.”

The above quote is the opening narration taken from the very first original animated mini-series, Transformers: More than Meets the Eye (1985); oddly enough, those words and the

sentiment behind them exactly parallel the tone that High Moon wished to set in Fall ofCybertron. We must remind ourselves—over and over—that this title is not War forCybertron II for a reason, THIS is Fall of Cybertron: the developers consider the game moreof a natural successor than a true sequel. The two games breathe differently—there is ahidden depth to Fall of Cybertron that Transformers aficionados, casual fans, and adults who

grew up with Generation One characters will hopefully appreciate.

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CHAPTER ONEEXODUS

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Optimus Prime and his ranks of heroicAutobots have been decimated to the brinkof extinction, having lost the Cybertroniancivil war to Megatron’s staunch battalion ofmenacing Decepticons—as chronicled in HighMoon’s first dynamic effort, War forCybertron (2010). As a result of their defeat,Optimus’ hardy band of techno-organicpilgrims busy themselves by pursuing ameans to emigrate from their home planet—escaping the ravaged, dying surface ofCybertron before the infamous prolongedperiod of global stasis begins, the epochknown as the “Great Shutdown” toGeneration One Transformers fans.

With scarce quantities remaining of the fuelsource known as Energon that powers eachand every Cybertronian—as well as theplanet that they inhabit (Cybertron itself)—the Autobots are forced to head for the

stars in search of alternative fuels in thehope of restoring their ruined home world toits former grandeur. To achieve this massiveundertaking, they have begun to build theArk, one of the finest Cybertronianspacecrafts ever assembled. These noblewarriors have poured all their faction’sremaining yet incredibly scarce Energon intothe ship’s construction, employing theirconsiderable skill to engineer this formidabletransport vessel. Whether utilizing this craftto search the cosmos for natural resourceswith which to heal their home planet, toescape the escalating Autobot-Decepticonconflict, or to nobly intervene in skirmishesbegun by their adversarial planet-hoppingDecepticon rivals, the Ark stands as atestament to Autobot ingenuity and ideology:a shining beacon that represents Cybertron’slast great hope.

THE ARKT H E A R K

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Designated a “Vanguard-class Deep SpaceInterceptor” by revered comic scribe Simon Furmanin Transformers: The Ultimate Guide (DK Books,2004), it is worth mentioning that the Generation One(hereafter referred to as “G1”; ca. 1984-1990)version of the Ark originally possessed the means tohold a mere 300 Cybertronians. However, High MoonStudios’ interpretation of this hallowed ship suggestsit is exponentially larger than any previous rendition.

The craft’s endless corridors and titanic rooms—where humans would appear about the size of ahouse pet—are scaled to accommodate the ship’smassive, techno-organic Autobot crew and,potentially, many other members and supporters oftheir cause.

It should be noted that High Moon’s conceptualdesigns of the Ark and its polished, finished product

were inspired by the craft’s portrayal in GenerationOne Transformers canon. Whether featured in thepages of Marvel Comics’ 80-issue maxi-series, TheTransformers (1984-1991), or rendered inMarvel/Sunbow Productions’ highly successful 98-episode animated program, The Transformers(1984-1987), High Moon’s superlative design of theArk as featured in Fall of Cybertron differs verylittle from its original G1 aesthetics.

INSIDE THE ARK

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THE BRIDGEJim Daly, lead concept artist for Fall of Cybertron, wanted to take the original nervecenter of the Ark from the G1 animation and translate it into a much more impressive-looking bridge than was ever thought possible in 1984. “The G1 bridge is almost orange[in color], without a lot of reflection,” states Daly, “With the whole world of Cybertronbeing made of metal, the bridge of the Ark should also be reflective—and polished onall surfaces.” Furthermore, High Moon wished the lustrous bridge of the Ark tocontrast with the now-decimated planet Cybertron, and the contrast is quite apparent.To wit: as the Autobots abandon their war-torn home world, they step onto a gleamingship that stands in perfect contrast to the rubble-strewn planet they’re escaping.

Matt Tieger, game director, noted an important facet of the sophisticated constructionof the bridge that helps to illuminate Fall of Cybertron’s gameplay: “For me,” heoffered, “many of the lines [drafted] on the bridge are pointing toward the windowglass… everything is focused toward one point of perspective.” The designers ensuredthat the lines and vanishing points used to construct this room essentially train agamer’s eyes toward that one point of focus: the ominous, multicolored Space Bridgeportal that lurks thrillingly outside the window.

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TELETRAAN ONEIn the G1 canon, Teletraan One is the Ark’s onboard supercomputer, which possesses“unmatched logical reasoning and analytic capabilities” according to IDW’s tradepaperback reprints of Dreamwave Productions’ More Than Meets the Eyesourcebooks. Teletraan One was the mainframe whose scanning technology wasresponsible for reformatting the Transformers’ Cybertronian alternate modes intoEarth forms: upon their resuscitation on our planet, Autobots and Decepticons initiallybecame automobiles, cassettes & recorders, weapons systems, and F-15 jet planes.

In Fall of Cybertron, Teletraan One provides gamers with “Teletraan One Stations”—aseries of interactive terminals where a player can buy and upgrade their weapons and

accessories. These stations are portrayed in the concept sketches (located at the topof the opposite page) in three different stages: “Inert,” “Start Up,” and “Operating.”Gamers can feel free to interact as many times as they wish with these terminals,spending Energon (the in-game currency) to access blueprints and upgrade theiraccoutrements. This level of interactivity was of paramount importance to High Moon,and gamers who are connected online have the liberty to post starred communityratings (from one to five stars) for the weapons they acquire—allowing other Transfansto learn through the Teletraan One store which of these armaments are most popularor most effective for successful gameplay.

TUTORIAL DRONEThe Tutorial Drone is one of the first entities gamers will encounter in Fall ofCybertron. Ratchet, the Autobot medic, uses the pilotless craft as his personalassistant for multiple tasks: to recalibrate a robot’s visuals (e.g. when a gamer isutilizing Bumblebee), to bring a player character additional ammunition, to distractcharging enemies, and most importantly—as a purveyor of “flashbang” stun grenades—those non-lethal explosives that will temporarily disorient Decepticon enemies. It isnoteworthy to mention that the Tutorial Drone’s design was inspired by theappearance of the scanning module that issued forth from Teletraan One in the originalG1 cartoon animation (“Explore, explore!”; “Repair, repair!”); the Tutorial Drone’s briefappearance in the first chapter of Fall of Cybertron should elicit a wink and a nodfrom diehard Transfans.

Although the drone appears tiny when compared to the stature of Cybertronians, weshould be mindful that everything designed for Fall of Cybertron is immense—eventhe Tutorial Drone. From the Ark’s enormous inner blast doors, to its gargantuan outercannons, to the huge destructible covers adorning the driving area, even its colossalelevator lifts—every single aspect of the game is designed to be utterly massive incomparison to our mere “human scale.”

t e l e t r A a n o n e

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In Chapter One—essentially the “tutorial level”—Bumblebee stands on the bridge ofthe Ark as the vessel rockets away from Cybertron: the ship is their faction’s lastgreat hope to escape the ruined planet. As the Ark surges in the direction of theinterstellar gateway known as the Space Bridge, a sinister craft appears in thecommand center’s window: the Decepticon flagship, the Nemesis, hovers menacinglyabove. The Decepticons utilize this deadly ship as a “siege engine,” for it was designedto break fortifications in siege warfare—a form of constant, low intensity conflictcharacterized by one party (the Autobots) who hold a strong, static defensive position(the Ark) while the other party (the Decepticons) tries to break through the defensesby means of assault.

Comparing the Nemesis to the Ark is an excellent example of how High Moon Studiosutilizes contrasting aesthetics in Fall of Cybertron. The design of the Nemesisexemplifies the essence of the Decepticons: its ominous, dangerous appearanceemanates a sense of foreboding and evil. Its deep purple color hints at the iconic hueof the G1 Decepticon insignia. Most importantly, the Nemesis possesses sharp pointsand razor edges: from a design perspective, the spaceship does not appear “safe”—there are no softly-beveled edges—it gives the impression that a gamer couldphysically cut themselves on the edges of the craft.

THE NEMESISt h e n e m e s i s

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