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Aleph the Librarian

During the early days of Valve, the fledgling company of around 20-so people thought it'd be a good idea to develop two games at once. The first was "Quiver" - a science fiction shooter taking cues from Doom, The Mist and The X-Files - and "Prospero" - a platformer/adventure game hybrid with big ambitions.

Prospero was envisioned as a surreal science fantasy epic with influences from Myst and Argentinian writer Jorge Luis Borges at its core. The player took the role of Aleph, a young woman with psionic powers tasked with saving an inter-dimensional library of pocket worlds from an alien intelligence. Aleph would travel many strange worlds and battle distorted facsimiles of herself using psionic weapons. The game would also feature user-created worlds as a prominent feature as supplemental content. Players were to create their own worlds and distribute them across the internet, with each copy of the game acting as a server host.

This was a game intended to be made by 15-20 people in 1997 on the Quake engine.

Prospero developed as far as having in-game screenshots released, but Quiver - now renamed to Half-Life - became the dominant Valve project and Prospero was eventually shelved indefinitely. Many elements of Prospero were integrated into Half-Life such as music, level geometry, world textures, sound effects and visual effects.

Prospero's legacy quietly continued after Half-Life became the dominant Valve IP in 1998 - the planned world-sharing system can be seen as a precursor to the Steam Workshop system, and former developer Karl Deckard has claimed that the game systems influenced Metroid Prime, Infamous 2 and Diablo III.

Of all the canned Valve projects, Prospero is one of the most eclectic and baffling - it's scope is both far ahead of its time and also immensely naive given the staff and technology Valve had available. If a playable build of Prospero ever surfaces, it'd very likely be a horrible experience to play - as the leaked 1997 0.52 Alpha build of Half-Life showed Valve still had a great deal to learn about game design and engine programming.

The character of Aleph, much like Prospero as a whole, has little information about her. From what can be gleamed from scraps available, she served as the curator of the library and was manifested by the library's own systems as a champion to defend it from an unspecified "intelligence". The only pisonic power she is seen to wield is a forcefield ability. Her name comes from the Borges novel The Aleph - which in turn is derived from a mathematical term used to describe the center of the universe.

For this model I moved away from the anime-esque proportions in her concept art and towards a higher fidelity, the sort of thing you may expect from mid-late 2000s character models, while still keeping a certain level of Japanese flair to honour the source material. The textures were a mix of photo materials and overpainting. Highlights and Ambient Occlusion were baked directly into the diffuse. Cards were used for eyelashes and to boost the hair mesh. I felt it was a waste to only have half a face visible, so I elected to sculpt a full head and hair. Half-Life 2's head meshes were a useful reference point for topology. For her likeness I referenced several Japanese actresses and singers, though the result is perhaps too generalized to be totally convincing. I had experimented with more stylized proportions, but they came off as uncanny valley. The hairstyle was another nod to the anime origins.

As an exercise in character model work, I would consider this project a success. I have no current plans to implement the model into a game engine, instead it can live on as a stepping stone in my progress as a digital artist.

Valve's original concept art for the character, possibly illustrated by artist Ted Backman.

Valve's original concept art for the character, possibly illustrated by artist Ted Backman.

Texture sheet for the clothing, all of the details and creases were hand-painted.

Texture sheet for the clothing, all of the details and creases were hand-painted.

Facemap sheet. Eyes were on a separate texture as they were separate objects.

Facemap sheet. Eyes were on a separate texture as they were separate objects.

Texture sheet for the straps, boots and most of the psionic equipment.

Texture sheet for the straps, boots and most of the psionic equipment.

As some details were too vague to make out, I took artistic licence in certain areas. For instance, this piece of technology was re-imagined as a blaster pistol.

As some details were too vague to make out, I took artistic licence in certain areas. For instance, this piece of technology was re-imagined as a blaster pistol.

Fully textured model, with four views.

Fully textured model, with four views.

Two head variants. As the original concept art never specified Aleph's appearance under the helmet, I chose to give her a vaguely Japanese look in keeping with her anime-style features in the source material.

Two head variants. As the original concept art never specified Aleph's appearance under the helmet, I chose to give her a vaguely Japanese look in keeping with her anime-style features in the source material.

A quick test render, posed in Blender's EEVEE renderer. The rigging and weight painting could have used improvement in retrospect.

A quick test render, posed in Blender's EEVEE renderer. The rigging and weight painting could have used improvement in retrospect.