One of the goals in preproduction was to figure out how we could make character modeling pipeline be as efficient as possible. The problem is fairly complex: All of the six playable races, human, elf, dwarf, aumaua, orlan, and the god-like can wear armor, boots, gloves, helmets (...well, some have trouble wearing helmets, but we will talk about that some other day...) and have other options that the player can customize like facial hair, hair style and skin color. We also have tons of armor variations and types of armor, like plate, brigandine, leather, and mail. (Josh loves his armor). Ideally, our artist would only need to model one armor piece - let's say plate body armor - and have it fit all six of our playable races even if the races are all of different proportions and body structure. At the end of the day the same model for plate armor could fit a slender four-foot-tall orlan and a bur ly seven-foot-tall aumaua. The goal for January was to build a system to allow us to do this very thing.
During January, we've developed a new system to allow our human bipedal skeleton to be shaped and morphed into the other playable races and have armor be shaped and morphed along with the skeleton. The character modelers have fine control over the proportions of the races, and only need to model armor pieces once and not six times over. In preproduction we look at developing systems like this. It may cost us time up front, but will save us hundreds of hours down the road in production. The dwarf ended up being our first test case, and now we have dwarves as playable races working in game.