Game Art | Project 1: Character Design and World Creation (Concept Art)

 

12/5/2023 -  2/6/2023 | Week 6 - Week 9
Game Art | Bachelor of Design in Creative Media
Shofwa Alyadiena | 0350019



Lecture Notes 

Week 5 - Character Detail and Movement

This week alongside exploring Unity, we were reminded to consider the level of detail for the characters so as to not have too much trouble creating the 3D model. The 



Instructions 




Character Model

For this project, we're bringing over the character from the exercises and creating a proper callout sheet with their expressions and colours.

Fig. 1.1 The Seeker (4/5/2023)

I proceeded with adding the gradient same with the rest and consider the main focus of the character by adding only small details to the tattered cloth. I started to come up with different clothing items to refine the character.

Fig. 1.2 'The Seeker' Explorations (2/6/2023)

I started in black and white. The first was too bright, so I opted for darker-coloured clothing that shifts the focus to the character's face.

Fig. 1.3 'The Seeker' Colours and Expressions (2/6/2023)

While adding simple gradient colour choices, I gave the characters expression sheets. 

Fig. 1.4 'The Seeker' Attack (1/6/2023)

Finally, I attempted a splash art to go along with the character.

Fig. 1.5 'Baudka' Exploration (2/6/2023)

For the main boss, I've received feedback that mainly focuses on the width of the hair tips and the form of the body. I cleaned up the original for the first option, followed feedback for the second, and made the character sort of "float" for the final version. I ended up choosing the second.

Fig. 1.6 'Baudka' Colours and Expressions (2/6/2023)

The next steps were similar to the first character. Adding the character colours, and expressions, and clip it into a splash art. I wanted to make the eyes glow an opposite colour from the first.

Fig. 1.7 'Baudka' Attack (1/6/2023)

For the final character, the adjustments were minimal. It's shifting between long/short arms and long/short branches from the head. I chose the first, which was short-branched and long-armed. Same process, giving it colour and expressions then the splash art.

Fig 1.8 'The Harvester' Exploration (2/6/2023)
Fig. 1.9 'The Harvester' Colour and Expressions 1 (2/6/2023)
Fig. 1.10  'The Harvester' Colour and Expressions 2 (1/6/2023)

Before moving onto the finalisation, there were minor adjustments needed to add variety for the final character sheet. I used a photo of the forest as a base and adjusted the lighting.

Fig. 1.11 'The Harvester' Colour and Expressions 2 (8/6/2023)

Fig. 1.12  'The Harvester' Colour and Expressions 2 (8/6/2023)


Feedback

1. Exaggerate the character's limbs, thinner and more evil-like; and sharper.
2. Patterns.
3. Create a more menacing body shape.
4. Depending on how it hunches make the outfit more interesting, add more elements.


Submission

Fig. 2.1 Game Art Project 1 Final (8/6/2023)

Reflection: 

Experience 

At the first weeks of project 1, I was actually unaware that we needed to flesh out all the characters, and caught on pretty late. I spent a few nights without sleep to create the character's sheets and their splash arts, since I originally only focused on one. I managed to complete them all in time, which was great. I don't think I should do that again. On the other hand, I really enjoyed drawing them anyway, so it wasn't a huge loss. 

Observation 

The expressions were one the challenges I faced in this project. My characters were monsters, and 2/3 of them have abnormal faces. Creating expressions for them were a new experience- I had to utilise new elements. 

Findings

I learned from this project that it really is much simpler to photobash. I'm not great at it yet, but the progress compared to the last time I tried it really improved. It was important to find images with the same perspectives- though it does take much more time.

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