PRIMARY RESEARCH
CAREER FOCUS & PRACTICAL SKILLS
CAREER PATHWAYS & INDUSTRY RELEVANCE
What specific career or job role interests you within the fields of digital concept art, animation, or game design? (e.g., character designer, environment artist, storyboard artist, VFX artist, indie game developer)
Character designer, graphic novelist, and animator interests me most. I love creating fashion pieces through sketches and renders as well as creating characters from scratch. I also adore the life in animations and graphic novels and wish to create dynamic and elegant motion that will be both memorable and phenomenal one day.
How does your chosen project idea align with this career path?
As I will be focusing on the character designs and environment they belong in, it'll prove my passion in both the hobby and dream career of creating their design. The graphic novel and animation ties into the action-packed scenes I plan on sketching out to visualize the story without commentary.
Research at least one industry professional or studio that specializes in work similar to your project. What techniques or approaches do they use that you can apply?
Hoyoverse, namely known for their games Honkai Impact 3rd, Genshin Impact, and Honkai Star Rail, all hold the importance of unique and eye-catching character designs as to garner profit from players.
From game leaks pasted below, it's shown that character designers have several renditions of the same character, in different colors, changes in attire, or changes to their natural colors, such as hair and eyes. It's also shown that reference images are used, such as clothes, animals, other pieces of art, and objects.
They also make sure to draw several angles of the character, underneath accessories, and separate renders for removable assets to make it easier to visualize the character's complex design.
I would like to implement all of these techniques into my own work to create an outstanding design.
Task: Write a short career statement explaining how your project idea connects to your future goals.
My project idea connects to my dream career as it directly utilizes what I wish to do in the future. As I'm planning on making character designs that fit with my descriptions of each planet, I will have to use the inspiration provided and what these character designers did to create such iconic concepts, such as various renditions, reference sheets, and separate assets. I will sketch out several scenes between leaders of the planets, materializing a deep connection between all the societies instead of all of them existing awkwardly alongside each other. This is also important for graphic novelists, considering all their characters need to fit each other naturally, either positively (trustworthy allies, close siblings, benefiting businesses) or negatively (betrayed closed ones, enemies, natural forces against one another.)
What specific software, tools, and techniques will you need to master to bring your project to life? (e.g., Photoshop for digital painting, Animate for 2D motion, Blender for 3D concepting)
I'll be using ibispaint X for quick sketches and concepts as it's easy for me to jot down if an idea suddenly hits me and then use Photoshop for the final rendering and polishing.
How do these tools relate to professional workflows used in the industry?
Adobe Photoshop is considered the industry standard and you'll see many careers linked towards graphic design and digital art using it for their own work. Using a drawing tablet, such as Wacom and Huion, is also common practise.
Are there any new skills you need to learn or refine to improve your final outcome?
I'd like to create characters that have more depth to them than their design and a simple biography. Oftentimes, I design someone, but then chuck their lore to the side as I begin to procrastinate or lose interest. I want to stop this by refining my concept's story-line as much as I can, with personal touches and cared for details.
It'll also help me get used to and comfortable with my new tablet. I've used my phone for years now, so throwing myself into a new device is both challenging and eye-opening. Making myself create the final concept on Photoshop will confront my ability to adapt and use different medias, as well as improve my confidence and skills for other programs.
Task: Create a personal skill development plan outlining what technical abilities you will improve over the 12 weeks.
There is a variety of things I'd like to improve on and have previously spoken about. I'll put them in a bullet point list to make it concise and easy to follow:
Becoming comfortable with unfamiliar software on my XPPen for personal hobbies and educational/work purposes, such as Photoshop, Clip Studio Paint, and MediBang Paint, before deciding which of the many art programs is best for me.
Practise industry techniques when creating a piece of art. For example: taking composition into account, creating rough silhouettes and shapes to sell the character's design and atmosphere, learn colour theory and understand the complexities of grayscale and value importance.
Plan a healthy work schedule that gives time for me and my project, taking breaks, appointments or college days, and the exact hours into account to keep it balanced and succinct.
How will you manage your time efficiently to meet professional deadlines?
I will create several, smaller deadlines between the weeks to keep myself on track that'll go onto this task and my personal calendar to remind me in case I lose motivation or forget.
What challenges do professional concept artists and animators face in the industry, and how can you apply this understanding to your own project?
I believe the most prominent issues are keeping up with tight deadlines and having to adapt to everchanging project requirements. Knowing this, and having a deadline of my own, I think it's even more essential to keep yourself organised and plan ahead of time to make sure not everything is rushed at the last minute or lazily done.
What strategies will you use to stay motivated and adapt to feedback during your project?
I stay motivated when my friends help me with design decisions, feedback, and words of reassurance. It helps me garner another perspective on my concepts as well as inspires me to do well when others like it. Concerning feedback, I'll tweak a few things in either a character design or story line depending on the advice I've been given with my own personal ideas.
Task: Develop a weekly production schedule to simulate a real industry workflow, balancing idea development, research, creation, and refinement.
I wanted to use Google Sheets at first, but I don't think it was designed for timetables and schedules, so it was difficult to organise. I then tried Adobe Express and scouted out a few templates to use, but again, none of them had a seven day template and the layout would look ridiculous with every hour of the day.
So, I settled for Microsoft Teams' built-in calendar, as it was easy to organise all the breaks and tasks as well as the fact that I go on the application regularly. I provided my weekly schedule below.
Why is your chosen project idea the best one to help you develop the skills and portfolio pieces needed for your desired career?
As my project's heavy-handed on the aspect of character design and environment concepts, This'll help me in my endeavour to become a character designer in particular. I'll research and thoroughly design my characters with care, taking inspiration from Greek Mythology and planets around our solar system.
How will your final project showcase your ability to think like a professional and create work that stands out to employers or universities?
I'll be taking into account common industry tips and standards when creating my work, such as a manageable timetable and incorporating techniques from professional artists. I think this will help show that I'm ahead of the game and I'm willing to adapt and grow from my current position.
How might your project be expanded in the future to become part of a larger portfolio, show-reel, or industry project?
I believe, if I ever were able to, it could evolve into a graphic novel. With a visually potential world, as well as many characters to dive into and a universe to tell tales about, it'll be almost child's play to conduct it into a packed piece of visual literature.
Task: Write a final rationale (approx. 200 words) explaining how your project idea connects to your career ambitions and practical skill development.
As previously stated, my passion towards character design as both a hobby and in projects will help me thrive when completing this brief. Considering a large chunk of it consists on research on my references and inspiration as well as actually creating concepts for the most prominent characters in the story, it'll prove in my portfolio what I am capable of, what I personally enjoy doing, and how I'm willing to step into deeper trenches. Taking such a meticulous and delicate approach helps me fine tune my abilities to conjure up a concept, and as I'm following the advice of industry professionals, this'll guide me towards an efficient final piece. My other dream to become a graphic novelist is almost self-explanatory- I wish to define the composition, motion, and emotion in every illustration or sketch I manage to pump out. Even if it were a simple doodle depicting a heated scuffle between two characters, or a phenomenally rendered piece which portrays the sorrow one feels, surrounded by a bed of wilting flowers and fallen soldiers. I love the complexities and dynamic structure many famous manga or comic books hold and hope that one day I will be able to form such beautifully orchestrated artwork.
GENRE & THEMES
What genre does your project fit into? (Fantasy, Sci-Fi, Horror, Post-Apocalyptic, Mythological, Cyberpunk, Surrealism, etc.)
Space-faring fantasy with a twinge of historical and mythological accuracy.
How does this genre influence the style, mood, and visual language of your work?
As it's incredibly versatile with both the tone of the planets and Greek figures they represent, this'll help balance out and widen the margin of what I can do. It'll require a lot of concept work, with different atmospheres crowding every planet-- from the mysterious, dark solace that shrouds Pluto, to the saturated, bold battlefield that grasps Mars.
Are you combining genres to create something unique? If so, what elements are you merging?
I am combining fantasy with mythology. It'll consist of magical sources, creatures, and environments, however the lore of a distant Greek deity that once ruled the planets grounds it.
What examples of existing games, films, or artworks inspire your approach to this genre?
The beliefs and symbolism in Greek mythology, the endlessness and already founded environments of space, and the layout and storyline of Honkai: Star Rail.
Task: Write a short genre statement, describing how your project fits into a specific genre and how it will visually communicate this genre.
It's a mix of everything-- as it's loosely based off Greek mythology and the prominent deities back then, it'll have a historical undertone with fantasy elements for the actual planets. Space-faring fantasy with a twinge of historical and mythological accuracy. The visual concepts for the 'space' element will come from the environmental sketches, for example: Mars will be a barren wasteland, home to hostile winds and secluded structures jutting out of inactive volcanoes and valleys (similar to the Mars we know), Uranus holds almost no solids and is very careful with unfamiliar visitors as only those adapted to the gas, either by being born there or taking certain measures, can survive, and Venus being very hot and dry, with both low and highlands encapsulating the globe. For the 'mythological' aspect, I'll centre this around the character designs and architecture, considering how well-known Greek sculptures are. Finally, for the 'fantasy' part- the planets and how they work tethers onto this genre. Potions encircling Venus for all kinds of ailments, creatures hatching and traversing across each globe either as friend or foe, and certain magical compost making Saturn's harvests fruitful and swift every time.
What core themes are present in your project? (Exploration, Identity, Power, Reality vs. Illusion, Magic vs. Technology, Nature vs. Civilization, Lost Worlds, etc.)
Conflict/War, Mythology, Power, Magic, Rivalries, Malevolent Gods.
How do these themes connect to the overarching theme of “Realms”? (Are you exploring different dimensions, dreamscapes, forgotten lands, or mental spaces?)
The planets will interact with one another either negatively or positively depending on what sides they take. The conflict will sprout from Mars in a civil war before expanding to the rest of the solar system due to its intensity and miscommunication. The mythology is, obviously, the characters themselves, including Ouroboros from Norse mythology and several deities from Greek mythology. Power and Magic comes from what the planets entail in terms of ability, for example, Ares hones the power where, upon drinking blood from another, becomes more powerful and also is able to churn it into weaponry. Rivalries will spark amongst the gods with small teams or solo planets battling against one another. Finally in comes the malevolence, as in real Greek mythology, most of their deities were far from innocent. There may be betrayals, corruption, and bloodshed within each planet depending on who they're ruled by.
How will you visually represent these themes in your work? (Symbolism, colors, environment design, lighting, character expressions)
Colors is probably what will drive the narrative and expressions with show-no-tell. An intense, bleeding red for Ares, a tender pink and off-white for Aphrodite, and sorrow blues and ashy grays for Hades. This can show the power of each character, as red often symbolizes strength.
I'd also like to show the world behind all planets, such as the massacre occurring in a stained Mars and a glassy, iridescent ocean for Neptune. I think designing the environments meticulously will help reflect the deity ruling them. This will show the theme of their malevolence when studying their people, as well as the magic that may encircle each globe. Creating Greek-like environments will also thrust forward the Mythology theme, considering it takes the audience back to such a time where it was most prominent.
Rivalries will be conducted in drawn action-packed scenes or compositions that may show the two individuals embracing one another with a knife to both backs.
Task: List three key themes in your project and describe how they shape your designs, storytelling, and artistic decisions.
Conflict: The story is what drives this theme. As a battle breaks out in Mars due to unsatisfied civilians ruled with an iron fist, the civil war causes uprising stress in the rest of the solar system. Hermes struggles to bring messages back from Ares, stating that the god of war will not make time for any communication out of the bloodshed that his planet faces. The war expands towards the rest of the planets (I'm still figuring out the specifics) and other deities team together or develop a rivalry. This is the main theme and story-line.
Mythology: Of course, all characters are adapted from Greek mythology, with the exception of Norse mythology's Ouroboros curling around Earth's husk after devouring Gaia, the previous ruler of Earth. Every deity that is in charge of a globe, both planets or moons, is directly related to Greek mythology.
Power: There will be characters that are more powerful than others, such as Ouroboros, Ares, and Zeus in terms of sheer strength. However, others excel in speed and agility, such as Hermes. Each character will have abilities and limits unique to them, helping to keep the narrative balanced.
Why did you choose this genre and these themes for your project?
I like the idea of mixing Roman and Greek mythology into a diverse,. interesting, yet surprisingly concise narrative. The themes of war and mythology will harbor the Greeks' previous symbolism of battle, justice, and weaponry, whilst the theme of power will help enhance the depth of characters' abilities and the choices they will have to make with said capabilities.
How do they support your overall story, characters, and world-building?
As I've mentioned just before this question, it'll thoroughly rinse through what the Greeks stood for and what their centuries-old mythology depicts and represents. Power, magic, war- these are all things briefly touched upon during this era. It'll keep the story comprehensible and somewhat familiar to the stories of the past.
How do they make your project more engaging and industry-relevant?
Many games are construed under the very notion of mythology and deities- Hades, God of War, Zeus: Master of Olympus, several editions of Assassin's Creed- and all of these are very successful as they take an existing concept and expands upon it.
Task: Write a 200-word rationale explaining how your genre and themes work together to create a compelling and cohesive project.
The theme Conflict directly correlates to the story itself, creating an action-packed and energetic narrative between the abilities each deity and significant figure harnesses. As this is also a concept in ancient Rome and Greece, it helps expand and build on that initial idea with existing references, symbolism, and historical subjects. I'm also able to take inspiration from their past weaponry, fashion sense, and architecture to create an engaging and well-thought-out world.
Roman and Greek mythology will be referenced frequently throughout the world-building and, most importantly, the character designs as there is where most of the symbolism lies. The planets' correlation towards the deities is a Roman notion, however, the deities themselves are very much based off of their Greek counterparts. The Mythology theme ties into the characters, their interactions, and personalities entirely. Power is linked towards how strong each character is and what abilities and spells they're able to orchestrate, such as my Ares' ability to manipulate blood to make himself stronger or fabricate tools from an enemy's vitals. This theme helps balance characters' strengths and weaknesses, as some may be more powerful than others due to their heritage, title, or where their power originated from, but they may be held back by their Achilles heel, which could be a physical disability or condition, or a mental standpoint that hinders on morality and decision.
NARRATIVE
What is the core story or concept behind your project? Is it a character-driven journey, an expansive world, or a visual exploration of a theme?
Curled around Earth’s once fruitful core slithers Ouroboros, an ancient serpent that has fulfilled its last murderous mission, absorbing Gaia’s life force and causing Earth to die out without her presence. He does this to make sure that, as he has fulfilled his role as Roman mythology, he will not become useless to the universe and be destined towards a deadly fate.
In return, he’s bound to the lifeless husk of the planet, his long body stagnant as it swivels around the globe repeatedly, unable to be awakened by general means.
In the present, Mars' atmosphere is constantly in a collision of war and bloodshed as it is simply in the blood of Martians and Ares himself. However, the planet divides and begins festering into something more hostile and akin to a civil war, concerning certain Martians wanting to break the chain of battling and dying gruesomely, whilst others believe it is an honourable, inevitable destiny that has been passed down for centuries.
As the conflict grows out of scale, other planets struggle to contact representatives and Ares, with Hermes unable to enter and garner some information from the deity. Initially, they were content with letting Mars run its course and let the war fizzle out on its own, but due to Ares' destructive behaviour and the growing danger of outsiders visiting the explosive planet, other deities grow alarmed for their own subjects wading their way through Mars.
Once neutral grounds upon the rocky planet now house hidden Martians willing to strike if the visitors inconvenience their battle and have been attacked several times, ringing bells across the solar system. Once contained ruptures that litter the ground burst like landmines in response to Ares’ heightened rage, flinging piercing magma in the gruelling shape of weaponry.
How does your idea connect to the theme of “Realms”? (Does it explore a mystical realm, a futuristic dimension, a psychological space, or an alternate reality?)
It's an alternate reality of our solar system- what if the Earth was inhabitable and other planets garnered life? This was the base concept. I wanted to incorporate something more bizarre and detailed as well, and decided to research Greek and Roman mythology to take place simultaneously. What if such legends and beliefs were tangible and lead several planets as if it were the societal norm? These are questions I will answer with my theme of Realms.
What emotions or messages do you want to convey? (Hope, fear, adventure, mystery, nostalgia, etc.)
I'd like to provoke tense emotions that make the viewers hold their breath and get swayed along the shore of battle, alliances, and rivalry. It's action-packed and focuses on the existing relationships, abilities, and symbolism the planets and characters have whilst expanding upon it for my story.
Action is the main genre here.
Task: Write a one-paragraph synopsis summarizing your project’s narrative.
(My idea has changed slightly in terms of how the astral war occurs.)
Ouroboros, frightened of losing his place in the universe due to fulfilling his role as a Roman legend, absorbs Gaia's lifeforce and in turn shrivels the Earth to a motionless husk. Bound by her spirit, his body slithers around the remains of the planet, stagnant and unable to be awakened naturally.
Meanwhile, the solar system continues to thrive, with Mars in particular causing bloodshed between each other. However, as an uprising occurs and Martians begin to oppose Ares and his ideals, breaking out into a civil war. The battle becomes more intense and violent, with Hermes unable to contact Ares or any of his representatives, and foreigners visiting Mars fearing for their safety.
Initially, Zeus dismissed any attempt of de-escalating the situation and persisted that the issue would resolve itself- mostly to avoid any unnecessary effort and his distaste towards Ares entirely. The war, now under a new light, thrives as Ares attempts to forge a stronger society through his soldiers and citizens.
Believing that it's his destiny to usurp his father just as Zeus had done to his own and so on, he provides Zeus an ultimatum- either willingly grant him the power of his stature, or expect a full-blown war towards Jupiter and the solar system as a whole. Zeus, being the pompous god he is, denies Ares' threat and does not take him seriously.
To further mock the deity, he demands a relic most important to each planet, specifically most important to the gods that rule them, and only then will he consider giving his power, both truly believing that Ares is incapable and personally anxious of the generational prophecy of his title being seized. Taking his challenge to heart, Ares begins to wreak havoc upon the solar system.
When escalating his efforts to snatch Aphrodite's beauty and Saturn's rings, Zeus realises the seriousness of his rebellion. He convenes a council with the remaining deities, but tensions run high and factions begin forming, some gods believing that Zeus should give in to preserve order, whilst others advocate war.
Zeus will awaken Ouroboros, who has no further grudges towards the Greek deities and harbours the strength of Gaia's lifeforce, whilst Ares cracks up a deal with the Giants to grant them power alongside him once he takes over Zeus' throne if they assist him.
Who or what is at the centre of your narrative? (A hero, a civilization, an object with history?)
Ares and his undying passion to take over his father. Zeus, Aphrodite, Hermes, Hephaestus, and Ouroboros will be strong side characters too.
What motivates the main character or driving force in your story? What challenges do they face?
Ares, seeking control against his father as Zeus is indifferent and the deity of war believes the pantheon's resolve has been weakened and wants to pursue a more assertive leadership.
How does the environment play a role in the narrative? Does it influence the characters, or is it shaped by them?
Every planet is a representative of the deities themselves. Venus is a beachy paradise with tall colosseums and roses, hearts, and swans inspiring the architecture and decoration. Mars is craterous and scattered with hide-outs and carved catacombs encircling the entire globe due to constant wars. Battles and conflict will be interplanetary and taken place throughout several planets due to their accessibility.
Task: Create a character profile or environment description, detailing key traits, history, and significance within your narrative.
CHARACTER PROFILE – ARES, GOD OF WAR
APPEARANCE: A tall, bulky man with vermilion hair and piercing amber eyes. His hands are always stained from those that fall before him.
PERSONALITY: Quietly intense, Ares holds millenniums' worth of frustration and rage towards his good-for-nothing father. Bloodlust and hatred blinding him- hardwired into him since birth- there's little that deters him from tearing a heart out of someone's body.
BACKGROUND: A tyrant escalating any means of war in his hostile planet, Mars. Currently, a civil war has taken place, causing Mars to be completely closed off to visitors. It is also a struggle for anyone to contact him, particularly Hermes, who has demanded Zeus to resolve the issue for centuries.
SIGNIFICANCE: Ares is the key component to the narrative. The civil war triggers Zeus to finally confront him, where he provides an ultimatum that could break the very foundation of all civilisation in the solar system. Zeus inadvertly encourages this by demanding a core piece from every deity, and only then will he grant Ares his power. Entirely believing this would be impossible, Zeus makes such an offer as a mere jest, but Ares is more than keen to hunt every deity down for his own gain.
This train of action requires deities to pick sides, forms or breaks relationships, and yields a world-ending (..worlds?) danger that everyone is forced to react to.
ENVIRONMENT DESCRIPTION – MARS, THE RED PLANET
ATMOSPHERE: Similar to the one we know of, it is riddled with volcanoes, canyons, and flat plains, all shrouded in an iron-rich, ashy mist. Littered with underground passages and discreet hide-outs that seek refuge or to surprise their enemies, there are little to no places where you can experience peace here. Bold reds, dark oranges, and dull browns swallow the entire planet's colour palette.
HISTORY: Mars has always been at war, whether it be with colonies from other planets, retaliation against Ares, or slaughtering themselves. It's a constant, brutal loop of battle and danger. Previously, you could visit the planet with high regulations and cautions, and said protected areas were often littered with soldiers that hailed from Mercury or Saturn. However, with the civil war taking place, these areas weren't safe enough to venture through anymore, causing any kind of travel to Mars to be banned.
SIGNIFICANCE: One of these safe areas was Olympus Mons, the tallest mountain in the entire solar system. Having been stagnant for a very, very long time, deities would gather here to discuss plans that would affect all planets, such as trade, collaborations, and resources. However, after the confrontation with Zeus, the volcano suddenly erupted, causing lava to pour out of several vents in the mountain and the atmosphere to be thicker and more ashy. This was caused by Ares' heightened rage, as well as symbolising that his relationships with the other deities were cut off.
How will you use composition, colour, lighting, and design to visually communicate the story?
During their battles with one another, Zeus' scenes are symmetrical as a result of his unquestionable power and often nonchalant demeanour, whilst Ares' scenes are tilted and asymmetrical to represent his destructive rebellion and instability of the cosmos. Jupiter is decorated with regal tones such as gold, silver, and blues to showcase authority and order, and Mars is covered with deep reds, ashen greys, and bright oranges, displaying the god's battleground of conflict, war, and bloodshed.
I'll also focus on their character designs and research their known symbolisms and associated animals, plants, and objects to make designs with my own spin on it. A bulky, towering man for Ares, an otherworldly, almost alien beauty for Aphrodite, and a generously plump stature that relies on extravagant ensembles and entrances for Zeus.
What visual references, symbolism, or motifs will enhance your narrative? (e.g., ancient symbols, futuristic holograms, organic vs. mechanical contrast)
Traditional Greek statues and symbolism for their respective deities will help me most. Aphrodite is often associated with doves, roses, shells, and swans, which I incorporated into my design with a dress depicting the crash of waves and flowery attributes. This will help show that she is the goddess of beauty, love, and procreation, considering roses are a romantic flower and doves are often recognised to be symbols of love.
The same goes for Ares, Zeus, and most Greek deities. Ares is symbolised with the shield, helmet, sword, and spear, as well as vultures which represent war and ill-fortune. Zeus is symbolised by thunder and eagle, and the latter symbolises fatherhood, order, and royalty.
Will you include sequential storytelling (storyboards, a short animation, a concept series) or a single impactful scene?
I'll be making a single impactful scene, or maybe two or three, instead of several small illustrations. I'd like to make a rendered piece with many details. Arguably, animation will take me longer, and I'm conscious of how much time I have left. Static scenes are easier for me to make.
Task: Sketch out a key scene or storyboard panel that represents the essence of your narrative.
How do professionals in concept art, animation, and visual storytelling develop compelling narratives in their work?
Visual storytelling is often portrayed with effective and immersive world-building that sweats on the detail and takes time to make the environment both coherent and imaginative. You'll often see Hayao Miyazaki tell his stories through sound design and visually stunning places.
In concept art, storyboarding is used to map out ideas and easily refine them without overwhelming oneself. Studying real life and inspiring off of other stories is also heavily used, such as people referencing history, legends, and mythology when creating a story. Many shows, video games, and animations are inspired by previous works with new and interesting themes to support it.
What inspiration have you taken from games, films, animation, or art styles to inform your project’s story?
I'm focusing on character design, so media that prioritises this will help me with my own work, such as Hoyoverse games, Devsisters games, and Arcane (LoL). These all have designs that give you a basic understanding of their character by just showing you their ensemble, body type, and how they carry themselves.
Studio Ghibli has beautiful poster artwork that are often used in advertisements for their films. These refined and detailed illustrations inspire me for my own rendition.
How does having a strong narrative improve your portfolio or industry potential?
It helps showcase your creative vision and provides context for your designs and illustration, bringing depth to the places and people you've created. By weaving a strong narrative, you're basically saying you're able to string together themes, characters, and environments to make a logical story and engaging to all these attributes.
Task: Research and analyse a case study of a successful project (game, film, or animation) that uses narrative effectively. Write a short reflection on how it relates to your own work.
Hades takes a new spin on the roguelike genre-- unlike most games that fall under this genre, which prioritise gameplay over narrative, Hades integrates the story into the mechanics through the use of death and rebirthing. Each failed attempt from the protagonist leads to new dialogue and character interactions, making even an unsuccessful run of the game feel meaningful.
Through repeated playthroughs, the story unfolds naturally, keeping the attention of the audience and making it immersive. This approach demonstrates the effectiveness of procedural storytelling, which I wish to incorporate into my own work through the domino effect.
CHARACTERS
What is your character’s name, species, and role in the world you are creating? + What makes them unique or interesting?
(Characters will be added periodically if I decide to make them relevant to the story. Those in bold are most important to the narrative. Those in italic are notable side characters.)
Ares - The god of war and ruler of Mars.
Aphrodite - The goddess of beauty, love, and procreation, as well as the ruler of Venus.
Cronus - The god of time and harvests, as well as the ruler of Saturn.
Deimos - Instead of being born between Ares and Aphrodite, he was manifested by the terror and fear of those before a battle and is often seen with Ares and his 'brother' Phobos.
Hades - The god of the underworld and ruler of Pluto.
Hermes - The messenger of the gods and oversees all activity on Mercury.
Hephaestus - The god of fire, metal-making, and the art of sculpture. Creates weaponry for all deities and is close with Zeus.
Helios - The god of the sun.
Hera - Zeus' wife and the goddess of women, childbirth, and marriage.
Gaia - The deceased ancestral mother of all life. Her life force was consumed by Ouroboros.
Giants - A race of great strength and aggression that have a hostility specific to the gods.
Phobos - Instead of being born between Ares and Aphrodite, he was manifested by the terror and fear of those in the midst of battle and is often seen with Ares and his 'brother' Deimos.
Poseidon - The king of the sea and god of the sea, storms, and earthquakes. Rules over Neptune.
Ouroboros - An ancient serpent encircling Earth's dead husk after consuming Gaia's life force and facing the curse by endlessly slithering over the globe.
Ouranos - The deceased personification of the sky and the Heavens. His cause of death is unknown.
Zeus - The king of the gods and god of thunder and law. Rules over Jupiter.
How do they fit within the theme of "Realms"? (Do they belong to a mystical, futuristic, or dreamlike realm?)
They are all from ancient mythology, specifically Greek mythology, living within Roman concepts of the planets of our solar system.
How does their personality and background influence their actions and story?
As Ares is the bloodthirsty god of war and the son of Zeus, he believes he has the right to usurp him due to Zeus doing it to his own father, and so on down the bloodline. His personality is ruthless and stubborn with little to no care of the consequences.
Zeus is cocky and an incredibly flawed character. Out of the two, Ares is the lesser evil, and he has an air of authority and being condescending towards Ares specifically out of all his children. This grew the seed of hostility within the war deity, wanting to fulfill the generational prophecy but also having a personal grudge against Zeus' sloppy arrogance.
Aphrodite is an ethereal being with a short fuse and narcissistic tendencies. With Ares’ rising urge to usurp his father, she had called off their relationship due to his lack of attention to her or what they were. She only hears of his conquest of the throne when he lands on Venus to rip her of her most significant asset— her beauty.
Ouroboros, curled around Earth and fulfilling his duty as a separate myth, holds no ill will towards the Greek deities. As a result, once Zeus awakens it forcefully, it follows the lightning god’s orders with little hesitation. However, further down the line, Gaia’s influence pulses inside the beast, trying to pull it away from destruction and consequence to restore peace in her name.
Gaia’s death is abrupt and heartless, the world she loved crushed into dust. Despite her untimely demise, her life force is so intense that it speaks to Ouroboros when it's conscious, changing the tide of the story later on.
Giants have always had a strong grudge against Greek gods, and with an enticing offering from Ares that they couldn't refuse, it only amplifies their hatred. In addition, due to their mother's (Gaia's) distaste towards the cruel treatments of the Titans long ago, and how Zeus utilises her murderer’s vessel to attack Ares, it only adds more fuel to the fire.
Hephaestus, similarly neglected like Ares, simply followed his father's demise as Aphrodite was unfaithful towards him with Ares, enraging the blacksmith and causing him to side with Zeus.
Hermes is, of course, just a neutral messenger, trying at times to act good in retaliation to the throes Greek deities would cause amongst one another. He attempts to reason with Zeus to try and calm Ares down, with all tries immediately thwarted by the selfish god.
Task: Write a short character bio (50-100 words) that explains their identity, personality, and role in the world.
Ares- as the protagonist of my story, he is the god of war and reigns over Mars. He's stubborn, ruthless, and doesn't hesitate to barge into battle for his own gains. Believing that it's his destiny to usurp his father just as Zeus had done to his own and so on, he provides Zeus an ultimatum- either willingly grant him the power of his stature, or expect a full-blown war towards Jupiter and the solar system as a whole.
How will your character’s clothing, colors, and silhouette reflect their personality and world? + Are there any symbolic details in their design that connect to their story or theme?
+ What physical features or expressions make them stand out? + How does their pose and movement convey their traits and role?
Ares' clothing will hold colors of reds, bold black, gold, and dark oranges to fit with his surroundings and personality as a hot-headed barbarian. It'll consist of torn leather and animal hide, scathed armor, and body parts from previous beasts and creatures he's slain, such as teeth lining his tunic, veins pulsing through the weapons he creates, and a deceased vulture wrapped around his shoulders. His silhouette is bulky, imposing, and straining with muscular strength, further honing his power and ability. With brutal and heavy-baring movements when wreaking havoc and bloodshed, he radiates a violent and passionate demeanor.
Zeus' clothing will hold colors of regal blues, gold, and cold silver to fit with his surroundings and personality as a powerful authority figure. It'll consist of armor that presses his belly into a faux build, and preposterously opulent armor carved from the labor of those below him. A beard simulating clouds hangs from his chin, presenting his association with the skies. His silhouette is pudgy and short as he attempts to make up for his pathetic stature with flashy outfits and performances. With flamboyant and show-offish movements when regarding other deities and his own kin with little respect, he radiates a ruthless and uncaring demeanor.
Aphrodite's clothing will hold colors of tender pink, off-white, sea blues, and warm sandy yellows to fit with her surroundings and personality as a gorgeous deity that prides herself on her beauty. It'll consist of finely woven silk with every thread blessed by the holy baths of Venus, the most shiny and valuable shells decorating her head and chest, and an alien appearance that contrasts with the conventional beauty of our society. Her silhouette is lanky and wispy, almost uncanny with what beauty is considered to be in Venus. With calculated and elegant movements when regarding her subjects and lounging within her opulent chambers, she radiates an untouchable and attractive demeanor.
Hephaestus' clothing will hold colors of silvery gray, browns, and dull reds to fit with his surroundings and personality as a hard-working blacksmith. It'll consist of heavy armor and stretched leather ripped across his boxy build, with tools hanging around his belt loosely. His silhouette is rectangular and strong, presenting his role as a blacksmith and weapon maker. With heavy and confident movements when creating and altering tools, he radiates a gruff and nonchalant demeanor.
Hermes' clothing will hold colors of sparkling gold, blazing reds, and off-white to fit with his surroundings and personality as a restless, optimistic messenger. It'll consist of a feathery tunic with light fabrics wrapped around his body, jewelry clinking as he travels across the cosmos. His silhouette is sprite and top-heavy yet skinny overall to represent his fleet-footed and energetic character. With swift and energetic movements when delivering messages and garnering information all around the cosmos, he radiates a bouncy and easy-going demeanour.
Before her death, Gaia's clothing will hold colours of lush greens, flowery fuchsia and mahogany, and neutral browns to fit with her surroundings and personality as an omnipresent, kind spirit. It'll consist of an ivory tunic decorated with natural patterns depicting flowers, animals, and Earth. Her silhouette is tall and almost tree-like, representing her connection with Earth. With tender and careful movements when overseeing humans and the nature they're surrounded by, she radiated a just and peaceful demeanor.
Giants' clothing will slightly vary between all of them, but they're all quite similar. They'll consist of torn tunics decorated with their late mothers' embroidery of fauna and Earth's animals, whilst the sea of their father is seen whistling through the plants and depicted with natural fabric paint. Their silhouettes’ are bulky and towering, as it is quite self-explanatory in the name. With emotional turmoil and colossal destruction they're able to cause in their mother's name, they radiate a morally grey and unpredictable demeanour.
Ouroboros is depicted as a colossal serpent swallowing its tail endlessly before Zeus awakens him to tamper Ares' destruction. When ripped out of his unconsciousness, his tail will be unravelled and stretched into what one would imagine when seeing a snake, perhaps a cobra or taipan, with a familiarity of Earth considering Gaia’s life force is buried deep inside it. Its large stature and compliant behaviour yet terrifyingly strong abilities radiate a docile and volatile demeanour, with a swift change later on once Gaia’s life force speaks to it, instead being rebellious and seeking justice against Zeus.
Task: Create rough character sketches exploring different silhouettes, outfits, and facial expressions.
How do professional concept artists and animators develop compelling characters?
There are many factors when it comes to creating a good character, including their origin, the space they grew up or thrive in, who they're surrounded by, and accurate references to add depth to their design.
Concerning their origin and location— where do they live? How does their clothing reflect their surroundings? Did they grow up in a well, just society coated in riches, or a gritty, brutalist setting that was harsh on them? These are important questions to answer to enhance both world-building and character design.
To make a character immersive and interesting, researching clothing related to the era and location your story takes place in is crucial. If your character hails from a location depicting Ancient Egypt, you'd likely research the clothing they wore back then and incorporate it into your design to make it logical.
Of course, their colour palette is also important. You can either use a mood board to create one or look into the emotions and symbolisms of each colour to pluck out an accurate and thoughtful palette for your character. For example, I used a bold red for Ares as a statement of anger, strength, and passion, while using pink for Aphrodite to represent femininity and love.
Now for the most basic notion— shape language. Angular, sharp edges in your design represent danger and may be used for threatening characters, round shapes are depicted as friendly and harmless, whilst squares are grounded and strong. Incorporating multiple of these shapes helps give you a well-rounded character.
Are there any real-world or fictional inspirations that influence your character’s design?
All my characters are based off of Greek, Roman, or Ancient Egypt mythology. Hades, a rogue-like adventure game, also inspired me as the designs help visualise Greek deities from a modern standpoint.
Their symbolism in said mythology also helped me create their design. As Aphrodite is often depicted with swans, swallows, and seashells, I made sure to incorporate these into her design, as the same with the rest of them and their respective symbolisms.
What animation or game studios create characters in a similar style to your idea?
Hades most definitely when it comes to the designs themselves. The process of my character designing is similar to Hoyoverse, with the mood boards, reference images, and such.
Task: Research an industry example of a well-designed character (from a game, film, or animation). Write a short reflection (100 words) on what makes them effective and how it informs your own design.
Usagi Tsukino, Sailor Moon herself, has a well-rounded design both appearance and personality-wise. Her blonde hair and blue eyes became a staple for many anime protagonists, as well as her jumpstarting the trend of magical girls. She's a realistic character- she's fussy, emotional, lazy, and is depicted to struggle in academics earlier on in the series. She's not perfect, which many people attempt to portray with their characters- she's just a teenage girl thrown into the mess of being a heroine. Despite this, though, she's still caring and empathetic, which balances her strengths and flaws, and you watch her grow throughout every episode. Her disguises are tailored for her personality and aesthetics, too, making them feel more immersive.
Why did you choose this particular character?
Well, I chose all of them accordingly because I initially had the question of ‘what if Greek deities ruled the planets as we know them today?’ and simply assigned them the planets I thought fit them best. The extra characters, such as Phobos, Deimos, and Hephaestus, were strong supports that I thought helped with giving the story-telling and landscape depth.
Ouroboros was picked out by a friend of mine when I originally wanted to use Azathoth as Roman/Ancient Greek mixed with Greek mythology was easier to convey then adding Lovecraftian horror.
How does their design, personality, and story support your overall project vision?
Ares’ design in particular is deeply rooted in his surroundings— the volcanic, ashy plains of his skin, the fiery, war-torn tunic and cape on his body, and the scars littered all over him are symbolic of the barbaric and chaotic nature of his planet. By visually conveying that Ares hails from Mars, it helps with the diversity and individuality of each planet, where it's almost obvious who rules where when you take a look at both the location and the design.
Venus, a lush planet dominated by women, femininity, and colors such as pink, blue, and green, ties directly to the design I created for Aphrodite. The same goes for Zeus with his own planet, which’ll be sky high with opulent, carved-out pillars cluttering the centre of Jupiter in the shape of a court, further nailing down his role as a god of justice.
Ares’ desire to usurp the throne and rebuilding justice through the Olympians and their respective planets by force is crucial for the main narrative. His destructive ambition drives the story, expanding towards the other deities who may oppose him or align with his views. This attitude may cause disorder between other deities, further driving tense relationships and tinkering with the story’s direction.
Through Ares and the other deities, I want to create an impactful ‘Realm’, weaving personality, environment, and narrative into an engaging and in-depth package of content.
How do they help bring your chosen realm to life?
Ares, considering he is essentially the main character of my prompt, is pivotal for the storyline and ignites the main conflict. The civil war is the very event that causes an interplanetary riot, reflecting on the deities themselves and if they wish to stand with or fight against Ares' cause. Ares' ambition to usurp his father with destructive means is a natural extension of his character and background, making it easy to follow his story without contradicting the original mythology.
As I mentioned briefly, he acts as a catalyst for other gods to react and reveal their true nature towards. For example, Hermes is forced to navigate throughout the chaos to update Zeus on Ares' location, current status, and what he's done thus far. Athena (who I just recently decided to shed light on, considering she's a significant figure in Greek mythology) may consider opposing Ares with calculated strategy, contrasting with Ares' more barbaric and impulsive ways of war with her intellect.
Task: Write a 200-word rationale explaining how your character fits within your project and reinforces its themes.
Ares, considering he is essentially the main character of my prompt, is pivotal for the storyline and ignites the main conflict. The civil war is the very event that causes an interplanetary riot, reflecting on the deities themselves and if they wish to stand with or fight against Ares' cause. He acts as a catalyst for other gods to react and reveal their true nature towards. Ares’ desire to usurp the throne and rebuilding justice through the Olympians and their respective planets by force is crucial for the main narrative. This attitude may cause disorder between other deities, further driving tense relationships and tinkering with the story’s direction. By visually conveying that Ares hails from Mars, it helps with the diversity and individuality of each planet, where it's almost obvious who rules where when you take a look at both the location and the design.
LOCATIONS
What is your location called, and what kind of realm does it exist in? (Fantasy, sci-fi, surreal, cybernetic, mythical, dystopian, etc.)
Well, considering there's multiple planets I believe should be mentioned, I'll answer the first few questions with a list-esque format.
The Solar System: where deities thrive with their respective planets, moons, and other smaller civilisations or independent colonies. The following are housed in this system:
Mars
Venus
Mercury
Jupiter
Earth
Neptune
Pluto
Saturn
Uranus
What is the purpose of this place? (Is it a sacred land, a war zone, a hidden refuge, a digital construct?)
Mars: Associated with war and conflict due to its leader, and undergoing a civil war passively for centuries, the planet is a war zone that not many dare to enter. Littered with underground passages and discreet hide-outs that seek refuge or to surprise their enemies, there are little to no places where you can experience peace here.
Venus: A tenderly woven paradise that reflects its deity, Venus is a typically peaceful planet that may lay judgement towards those that do not harbour beauty in the populations' eyes. With resorts consisting of flawless beaches and not a single gram of litter or rubbish to be found, it's a wonderful place to visit. However, you must exercise caution if you attempt to visit as a male- they don't take men kindly in their feminine society.
Mercury: Housing the largest and most in-depth database across the planets, Mercury is considered the planet of knowledge. With exceptional talent harboured by every scholar and student, as well as the charisma and energy by every messenger under Hermes' wing, it comes to be a bustling society with little rest for its inhabitants. Trade and merchants are also prominent here, often making business with Saturn or Venus.
Jupiter: Considered the king of the planets just like its leader, Jupiter is superior to other civilisations and has the responsibility of keeping deities and planets in check. The planet is glorified by most, and despite its strong theme of justice, there is a shady belief of inequity with its higher-ups that care little for their people. Some live by this notion of justice and order with respect and genuineness, although many manipulate the system for themselves.
Earth: Once a gorgeously populated planet with species and organic life that the rest of the solar system hadn't seen the likes of, its beauty, alongside its mother, was viciously swallowed by Ouroboros in an attempt to save itself from fate. Now all that's left is a lifeless husk, stray vines tangled with one another as anything living is barely feasible in the rotting core. Ouroboros curls around said core, swallowing its tail unconsciously with no means to wake it naturally.
Neptune: Entirely submerged in water, one will have to own either an incredibly well-made scuba kit or be offered a shell-shaped vial that makes it possible to breathe within the landscape (..waterscape?) A thriving ecosystem lives here with little threat, unless you attempt to dive deeper near the core, you're to expect colossal nightmares, environmental disasters, and harsh pressures that even experienced inhabitants struggle to escape from. These rumours and frightening stories often deter any visitor that may have wanted to visit the planet.
Pluto: A small, discreet civilisation has taken Pluto as its home, with Hades less than willing to allow any other deity, especially Zeus, from entering. He prevents this entirely by intertwining the veins of the dead around the planet in a tightly woven seal, granting a dark sky within the seal and an almost impenetrable force for outsiders. Despite its isolation, Hades' riches grant the civilisation an opulent life.
Saturn: This planet is where the freshest crops and unique vegetation grows, with soil blessed by its deity that allows it all to grow quickly and efficiently. It is the origin of many famous dishes and a diverse cuisine many planets have come to love, from delicately tailored breakfasts to hefty, energy-replenishing suppers.
Uranus: Associated with its deity, airborne sports, flying creatures, and towering architecture is prominent here. Daily life is catered to those who fly, so if a visitor lacks such an ability, they will certainly struggle.
Who or what inhabits this space? (Is it bustling with life, abandoned, or controlled by an unknown force?)
Mars: Ares is the deity that governs Mars, associating it with war and conflict. Followed by Martians that were born from every drop of blood that fell from Ares' victims, some have a strong issue with the consistent brutality of fighting and wish to dispel this gruesome tradition, whilst other Martians view this as a betrayal and disgrace to Ares, thus resulting in a civil war.
Venus: Aphrodite is the deity that governs Venus, associating it with femininity, beauty, love, and procreation. Venusians are all born from a rose petal from Aphrodite's vast garden, stretching for miles until an adequate petal falls and blooms a new person. All are born as women into an oftentimes peaceful society and generously lush surroundings.
Mercury: Hermes is the lead messenger that governs Mercury, associating it with knowledge, adventure, and trade. Mercurials are seen as workaholics and busybodies, and most of the population is compiled of citizens hailing from other planets.
Jupiter: Zeus is the deity that governs all planets, associating Jupiter with order, justice, and thunder. Jovians are usually brainless, jellyfish-like organisms to further inflate Zeus' ego and reinforce his superiority, even towards his own subjects. There are only some exceptions, but this is only because Zeus makes them smart enough to do his dirty work.
Earth: Gaia was the personification of Earth that vowed to watch over it. She was an invisible force with the Earth presented in her protecting arms. Following her death, the planet has shrivelled, leaving Ouroboros in its fading presence.
Neptune: Poseidon is the deity that governs Neptune, associating it with the sea, storms, and earthquakes. Neptunians were born from a goblet of water blessed by Poseidon's divinity, which makes the population quite sparse as each ritual only produced a single individual. However, this lack of community is filled by aquatic creatures roaming the depths, friendlier on the surface, whilst deeper in Neptune's core lurk nightmares.
Pluto: Hades is the deity that governs Pluto, associating it with riches and death. Plutians are made up of souls that failed to pass in peace on their deathbed in Earth, and Hades is only helping them along to the afterlife as his job.
Saturn: Cronus is the Titan that governs Saturn, associating it with the grain, harvests, and time. Saturnians hail from a seed, forming them into cute, vegetable-like creatures that meticulously care for the crops.
Uranus: Ouranos was the personification of the sky and the Heavens that governed Uranus, the cause of his death unknown. It is only told in whispers that Cronus is responsible for it. His neglected children that now run the planet were given resources by Saturn and Mercury, resulting in a quaint society that has been eerily quiet since Ouranos' passing.
What key events or stories have shaped this location?
Mars has had countless of soldiers and civilians perish in the name of Ares' bloodshed and very identity, which were oftentimes treated as a holy tradition that most Martians weren't keen with straying from. Eventually, a prominent amount of inhabitants retaliated, believing the so-called 'tradition' is just gruesome chaos for Ares to thrive off of, rebelling against such a cruel code. Other Martians were enraged, and as to prolong this tradition for millennia more, the planet undergoes a harsh civil war that is still at its pinnacle to this day.
Previously, despite the unorthodox laws and amount of casualties, outsiders from other planets were allowed to come visit in controlled areas. Now, it's merely a flurry of battle, with even the highest esteemed messengers struggling to permeate Mars' thick atmosphere (which has been influenced by Ares' heightened rage).
Speaking of his influence concerning Mars' natural occurrences- due to his intense anger, he's able to set off volcanoes, fling magma across the planet, and cause fissures or earthquakes throughout Mars. This has made Mars near inhabitable, with the occasional hide-out hurriedly built to provide shelter for local civilians.
For Earth, it operated closely to how our own world does, before Ouroboros swallowed Gaia’s life force in hopes of regenerating itself. Fulfilling its purpose in Roman mythology, and frightened of the natural cause that'll lead to its demise, it swallows Gaia, the very embodiment of life.
Before Gaia truly disappears, with the Earth shrivelling alongside her, she uses the last of her energy to plant life onto other planets, giving us the dozens of civilisations in the solar system we have in the present day, and all inspired by Earth’s image (similar, humanoid characteristics).
Task: Write a short description (100-150 words) explaining the history, purpose, and significance of your location.
As Mars is the main location for the build-up and initial conflict of the narrative, it's significant to the prompt. It also houses our protagonist and a major landmark that deities used to unite in, and through symbolism, has since been destroyed when Ares' relationship with the other gods was severed. Expanding upon the build-up, it's the planet that started a gruesome civil war after millennias of separate, smaller conflicts, making it impossible to get information in or out of the globe, even for someone like Hermes. This leads to Zeus finally confronting Ares at Olympus Mons, where the peak of the build-up breaks through. It was also brought to life by Gaia, who granted the planet Ares as a leader, and made its purpose about warfare and the spirit of battle, a staple in humanity when Earth still thrived.
What architectural elements, natural formations, or textures define this location?
Mars: Similar to the one we know of, it is riddled with volcanoes, canyons, and flat plains, all shrouded in an iron-rich, ashy mist. Littered with underground passages and discreet hide-outs that seek refuge or to surprise their enemies, there are little to no places where you can experience peace here. Bold reds, dark oranges, and dull browns swallow the entire planet's colour palette.
Venus: As Venus holds a volcano and valley-filled surface with a warm yellow that reminds one of sand, this helped me develop a beach-like environment for the planet. This surface is covered by a permanent layer of clouds, wispy with shades of pink, blue, and off-white, which is difficult to look through from a bird-eye view. The streets are similar to the narrow alleys in Italy, with woven embroidery and flags fluttering up above. Beaches are all around the globe in generous sizes, with houses often lining just off the coast. The sky itself depicts a cloud shaped in an arrow piercing a heart, which is unmoving and visible from all corners of the globe.
Mercury: Mercury's well-known craters make for a bumpy yet opulent setting, housing the largest and most in-depth database across the planets. It holds countless libraries, scholars of high prestige and knowledge, as well as a bustling community. Streets are cluttered with merchants and vendors, with festivals prominent along the roads.
Jupiter: With its gorgeously built courts and structures, it's easy for Zeus to hide the corruption lingering beneath the beautiful exterior of Jupiter. Large temples with miniscule engravings carved into every inch with Zeus' name on it, alongside colossal pillars and towers that threaten to breach the clouds every time someone navigates themselves through the stone paving. Lush mountains surround the globe, with several checkpoints of ancient temples marked onto a tourist map that one of Zeus' goons inked by hand.
Earth: Earth used to be just like our own- bustling cities, wonderful nature, and a somewhat stable society, before O Thánatos tis Gis (the Death of the Earth). Now, all it holds is a burnt core similar to a shrivelling fruit, intertwined with desaturated twigs and vines, holding a single sapling deep within.
Neptune: Entirely underwater, only platforms and docks that greet tourists and grant them the blessing of Poseidon are above the water. From then on, you're expected to explore the rest of Neptune through it's vast sea- cluttered with vibrant coral life, countless of fish, and temples with ancient mechanisms and puzzles to push into the next room. There are still many places that haven't been fully explored, even by residents.
Pluto: The planet itself is a wasteland, with skulls and bones littering the ground wherever you go. The buildings and towns themselves, though, are incredibly opulent, with quality stone and brick building up gothic mansions and architecture, similar to that of the Cologne Cathedral in Germany.
Saturn: The planet consists of mostly plains to properly house crops. It's a warm yellow all along the globe, and the skies are always clear to let vegetation flourish. Green houses and large parsnip-like homes are littered around for the population to live in.
Uranus: Uranus is rather futuristic, with digital billboards, flying jets, and asymmetrical architecture that defies the standard of cities in reality and in the other planets, such as the concept of Oceanix in Busan, South Korea.
How do lighting, colour schemes, and weather enhance the mood? (Dark and eerie? Bright and ethereal? Harsh and mechanical?)
Mars: Mars is constantly shrouded in thick, murky smoke, making it difficult to see the sky or ahead. It's similar to fog if it were black instead. Disastrous events also occur, with extremely frequent volcano eruptions, earthquakes, and fissures along the earth rip apart the planet. It's everchanging, melding back together, tearing itself apart, and one location will certainly not be the same in a single day. Blood reds and oranges, ashy blacks and greys, and a dull, leathery brown encapsulates the globe.
Venus: There's only clear skies decorated with wispy, off-white and pink clouds to see when you look up. There are many lush flora and warm beaches, a palette of cream, soft reds and hot pinks, lively greens, pale yellows, and several shades of blue make up Venus. You'll often see an abundance of pale red and pinks- either in Venusians' fashion sense, or the roses and sea shells that litter the ground.
Mercury: Sunny days beam down on Mercury, with the environment terracotta-like in both appearance and palette. Warm, pale oranges, salmon pinks, whites, accented with teal- the planet is both vibrant yet tranquil, portraying the balance of market and festival life in contrast to the highly esteemed scholars and messengers.
Jupiter: Gold, gold, gold- this is the colour most people catch when stepping foot on this planet. Enhanced with a royal blue, an expensive leather brown that contrasts with Mars, and a dash of silver, it really does radiate a sense of superiority (and cockiness) from its deity. Again, sunny days are common here, with the occasional dry thunderstorm for whenever Zeus is feeling cranky.
Earth: As I've said, it's very similar to our own Earth, with all kinds of colours and weather patterns encircling it before its destruction. Now, the barely recognisable core is an entanglement of charred black, browns, and a green seedling that refuses to wither or grow.
Neptune: Mostly blue with the exception of colourful fish and coral reefs, it's a lively ecosystem that plummets into black and dark blues when swimming closer to the core. Inhabitants have gotten used to the lack of sunlight, causing their skin to be a cool, pale complexion and to often have green or purple accents. It's calming, as the waters are a baby blue and pure of any harmful bacteria.
Pluto: Dark with an almost monochrome palette, save for some reds and blues here or there. It's all different shades of grey, symbolising balance, neutrality, and melancholy within Hades and those who are stuck in Pluto until they pass completely. The sky is completely dark constantly.
Saturn: Covered in the fine grains of yellow and green, Saturn is a peaceful giant of a planet that simply ships away seeds and resources. The skies are sunny all year round, as the crops don't require water to grow- only sunlight.
Uranus: Struck with blues and whites, wispy clouds and silvery accents are prominent here. With the peaceful environment coupled with hot-headed and passionate citizens, Uranus is a well-rounded planet that is rather futuristic.
What small details make the space feel lived-in and immersive? (Ruins, ancient symbols, overgrown nature, futuristic tech, shifting landscapes)
Mars: The deity has control over the ruptures and volcanoes upon the globe, allowing him to fling piercing magma across the planet and cause stagnant magma pockets from below to suddenly erupt like landmines under enemy forces. One must have a death wish if they attempt to fight Ares in his battleground. It's everchanging, melding back together, tearing itself apart, and one location will certainly not be the same in a single day.
Venus: All inhabitants must wear a mask as not to challenge Aphrodite's beauty, even visitors. Men will be thoroughly checked if attempting to enter Venus unless personally invited by Aphrodite, usually Hermes and previously Ares or Hephaestus. Nature seeps into every crack of Venus, vine walls trickling down homes, moss and clovers peeking through concrete, and many waterfalls that hold beautifully constructed caverns behind them (everyone loves a good waterfall secret). The jewels found in said caves are to be sold for quite the price, but you'll definitely be stopped from taking one before even lifting a pickaxe (or die trying to the cavern's crushing rocks flinging from above).
Mercury: Outsiders must be well-informed and hold a degree equal to or higher than a master's if they want to visit. Despite their strict approach when it comes to the intelligence of an individual, they do not care what topic the degree contains, as long as it is a valid certificate. They hold this rule to make sure space isn't wasted on those unwilling to learn and cultivate knowledge in name of the planet. Festivals are regarded as incredibly significant here, and it's almost mandatory that outsiders who stay temporarily experience the liveliness of one, or a few, considering how often they're put out.
Jupiter: There's no place more stagnant than Jupiter's hollowed image of justice encircling the solar system without truly practising it in its own planet. A lack of conscious shared amongst citizens, a clear hierarchy with almost no middle ground.. There's little to like about this place. From a front, it looks brilliant- the vacation spots, beautiful scenery, and strangely quiet atmosphere- but Zeus' notoriety for being a selfish tyrant gets around quickly. It makes this so-called justice look suspicious, with people that have perpetually done no wrong suddenly vanish from the face of any planet. As the population is known to be dim-witted by design, it's difficult to spend time in other parts of Jupiter other than where Zeus resides in the heart of the planet, as those areas lack any life and only drill into the tourist's mind that Zeus loves an ego stroke.
Earth: Earth was once like the present day of our own Earth, before Ouroboros destroyed Gaia with it. Now, it's a shrivelled ruin lost to time, with little people knowing about the serpent and what it's unconsciously circling. An inkling of Gaia's energy rests in Ouroboros, and in turn, a small sapling lives beneath the entangled vines and thorns.
Neptune: Most of the population go into 'classes', but necessarily status-wise. You'll often see species taking after Gaia's sharks huddling with one another, whilst shrimp and prawn-like creatures tend to avoid them due to a deep-rooted, instinctual fear. It is usually a safe environment between locals, but in the 'Deep End', where little tourists or natives dare to traverse, there are creatures that'll take on any species and are inspired by extinct sea creatures on Earth (mosasauruses, megalodons, dunkleosteuses.)
Pluto: Hades is less than willing to allow any other deity, especially Zeus, from entering, especially when he's on a sole duty to allow the damned to pass into the afterlife smoothly. He prevents any invasion entirely by intertwining the veins of the dead around the planet in a tightly woven seal, granting an almost impenetrable force for outsiders. This complete seclusion from other planets makes it impossible for Hermes to find anything about Pluto, and countless of messengers have returned home with empty hands. Despite its isolation, Hades' riches grant the civilisation an opulent life.
Saturn: The single planet that grants plentiful harvests with rich fertiliser blessed by Cronus himself, it holds vegetation and fruits that all other planets struggle to grow. It has the most trading output out of every other population, making it highly crucial for the survival of the solar system. Zeus often keeps his head out of Saturn's business to keep the food coming.
Uranus: There is no solid ground on Uranus, only platforms that locals have made to allow tourists easier passage into their planet. Uranus is known for its sport, with high-end technology that broadcasts events up in the sky with jet racing in particular. There are lots of big names here that are known around the solar system, but the events have taken a crash when their deity had mysteriously been killed off, leaving them to fend for themselves with support from Mercury and Saturn. The previously loud and proud population has been quiet, trying to regulate life and building even higher without the disturbance of their neglectful father.
How does this place connect to your character’s journey or the central theme of your project?
Ares' decision to take his father's power solidified when he encountered Ares upon the previously inactive Olympus Mons. The confrontation would not have happened if the civil war did not occur, and the war wouldn't have happened if Mars' sole purpose wasn't the spirit of battle and bloodshed. A conflict between Mars and another planet, or multiple, was inevitable-- it was only unknown who would've been on the other side of Ares' wrath.
I thought it was natural to have Zeus be the main antagonist, considering his bloodline consisted of usurping the father, which Ares felt destined to do. He also thought it was blasphemous that Zeus was granted riches, luxury, and immense power whilst him and his people were driven by hunger for blood. It's a stark contrast between one another which makes the tension and conflict interesting in both a narrative aspect and a visual aspect.
Task: Create rough thumbnail sketches or a mood board using reference images to explore the style of your location.
How do professional concept artists and animators design effective environments?
Understanding the context of the narrative and characters that inhabit it. If it's in a war-ridden land, it won't be well regulated or spotless. The environment will be barren and dark, or intense with battle and bloodshed. It's important to link the context and the visual elements together.
What examples from games, films, or digital art inspire your approach?
The Legend of Zelda: Breath of the Wild, Nausicaä of the Wind of the Valley.
How do world-building techniques in the industry influence your design choices?
Oftentimes, industries use real-life references for their environments, which is what I plan on doing. Maldives for Venus, Italy for Mercury, etc. This also applies to character designs, as most medias are likely to get inspiration from cultural aspects of the real world. This is evident in my own work with all the designs being reminiscent of Ancient Greek traditional clothing with my own colourful twist, which can also call back to inspiration taken from the game Hades.
Task: Find and analyse a well-designed location from an industry project (game, animation, or film). Write a short reflection (100 words) on what makes it effective and how it informs your own work.
A well designed location in Honkai: Star Rail is Jarilo-IV, a frosted-over, previously isolated planet, originally cut off from the rest of the cosmos due to a planetwide Eternal Freeze caused by a Stellaron- mysterious objects that spread across the universe like a cancerous growth. They are considered seeds of disaster which cause massive changes to civilizations and ecosystems.
The city of Belobog, which currently stands as the last bastion that can sustain human life, thrives with a population amidst the harsh climate. The city is separated into two sections- the Overworld, a grand, structured cityscape with stable enforcement, and the Underworld, a struggling, industrialised space that is primarily used to mine Geomarrow, the very thing that keeps Belobog warm, presents themes of class division and a harsh contrast between the two areas. The cold, ruthless landscape of the planet helps with the isolating tones of hardship, making the emotional turmoil of people trying to survive in such cruel weathers more impactful and immersive.
This informs my own work by emphasising contrast, both environmentally and character-wise, which links back to Ares' desolate and battle-ridden Mars with Zeus' peaceful, opulent chambers.
Why did you choose this location for your project?
For all of them, I roughly based it off of Roman mythology. Mars and Ares are the God of War, Venus and Aphrodite are the Goddess of Love, Hades and Pluto being the God of the Underworld, and so on and so forth.
I wanted to combine something strangely futuristic, with advanced life on other planets, with an opposing theme such as Greek mythology, which dates back centuries ago.
How does it reinforce the themes of "Realms" and support your overall concept?
Greek mythos mixed with existing planets is a fresh way of taking two very popular themes and blending them together into something unique. In such an alternate universe, I want to enhance this originality with immersive and well-designed characters with my own twist (similarly to Hades).
How will your final artwork or animation bring this environment to life?
I think visual documentation will always be more telling than verbal or written. You'll be able to see the dirty reds that cling to Ares' skin, the skulls woven tightly to his throne, the sharp contrast of his brooding to Zeus' false lightness.
As an update to this a few days later, I created a few sketches of posters I may make and asked around to see which one people liked most! I want the colours to be striking, the poses to be dynamic and lively, and the emotion to be prominent.
Task: Write a 200-word rationale explaining how your location contributes to your project and enhances its storytelling and visual impact.
Mars is pivotal for the story considering it hosts the very battle that causes Zeus' intervention, which leads to Ares kick-starting the narrative. Its landmark, Olympus Mons, was once regarded a place of discussion and unity. However, when it erupted after the confrontation between Zeus and Ares, it symbolised the severed ties between Ares and the rest of the deities. This course of action and visual story-telling demonstrates that sometimes explanations are better subtle than glaringly obvious.
As Roman mythology is quite similar to Greek mythology, I thought it would be clever to blend Mars (the planet and the Roman deity) and Ares together to make it feel more seamless and natural, considering they're all associated with war. Mars' red and ashy atmosphere, both in reality and in my narrative, helps enhance and support Ares' role as its tyrant, considering their palettes and general theme are compatible.
The environment also tells you about Ares before you even have to get to know him or who he is. Colossal skeletons wrapped around mountains and skulls littering the general paving, smoky, dark reds enrapturing the sky with only slits of orange from the sun, and large, active volcanoes spewing lava consistently with nary a break. It shows you what kind of guy Ares is- dangerous, ruthless, and powerful.
MY OWN PRIMARY RESEARCH
First, I created a Google Form to reign in some advice and constructive criticism from a fresh perspective. I got lots of praise and suggestions, which were both sweet and helpful!
ARES
Someone said more definition, but this is a colour flat, so that won't be necessary! In drawings that are more dynamic and host an environment, though, more definition will be possible.
One person said the cape looked like it was part of his body, which was in fact the intention! I wanted it to look like it was dissolving into his skin. I'm not sure about the proportions comment-- maybe the angle I drew him at looked off? Other than that, people thought he looked solid.
The positive comments were so, so sweet!
GAIA
People had a few issues with her colour distribution and my use of values- which, after looking at her design, I completely understand! I'll take this advice to heart and refine Gaia's design with some adjustments.
I got mostly five-stars, which was nice!
HERMES
I got all five stars! My only criticism were his boots, considering it's his main aspect, and I'll try to add more detail to it during the refining stage.
ZEUS
Most people liked Zeus' outlandish design- with a small criticism towards the similarity between his skin tone and armour concerning their values, which I'll look into and maybe add coloured rims to the armour to separate it from his skin.
APHRODITE
Another full 5 stars! The only criticisms were: her lack of curves, but this was because I wanted to give her an alien, lanky posture that was otherworldly beauty, her lack of pupils, which were a stylistic choice, and I think adding heart pupils would clutter the face. I'll consider the necklace as her neck is quite bare!
NARRATIVE
Everyone loved my narrative which made me so happy! It took a weight off my chest as I was a little worried about how my story turned out.
There is a lot of advice towards the character designs, which I'll implement into my more refined and polished versions.
I went to a zoo with Max and we took these images together-- I was inspired to design a tiger counterpart for Ares as a companion. In mind, I had a charred black tiger with molten rock and magma as the patterns, with the deep dark blacks and reds to complement Ares' palette. I decided to name it Polemos, which translates to war, and in Greek mythology was a personification of war and battle.
I went to Max's house and took a picture of this Venus sculpture that reminded me of my Aphrodite, so I sketched out my design in the same pose as the ornament.
SECONDARY RESEARCH
MOOD BOARD
GATHERING REFERENCES & INSPIRATION
What visual elements best represent your chosen "Realm"? (Fantasy worlds, cyberpunk cities, dreamlike landscapes, mythological places?)
The setting is the solar system ruled by their respective Greek deities- all locations are reflective of said leaders, with Ares in the war-ridden, disaster-prone Mars, and Hermes in the busybodied, lively festival of Mercury.
What real-world influences inspire your setting, such as architecture, nature, or cultural motifs?
Of course, the main architecture is based off of Ancient Greece. However, there are sub-inspirations that encircle every planet, such as the Maldives for Venus' beachy paradise, and Italy's influence to Mercury with narrow streets and cluttered buildings.
What artists, games, films, or animation styles align with your project’s vision?
Hades helped me envision a fresh new set of character designs for otherwise thoroughly explored concepts, considering Greek deities have been an interest for artists for many years.
Studio Ghibli's work has inspired me concerning environments and visually conveying emotions through actions, facial features, and colour palettes.
Hoyoverse's techniques on creating mood boards to help visualise their character designs has aided me in my own work.
What kind of textures, colours, and lighting will help define the mood of your project?
Rough, dry painterly strokes for Ares- colours of reds, black, gold, and dark oranges. Red and blue will be significant for both character design and environments as they depict opposing sides of the main characters. Harsh lighting of pure whites, reds, and blues will be evident in illustrations.
ARES COLOUR PALETTE + MARS MOODBOARD
APHRODITE COLOUR PALETTE + VENUS MOODBOARD
HERMES COLOUR PALETTE + MERCURY MOODBOARD
ZEUS COLOUR PALETTE + JUPITER MOODBOARD
GAIA COLOUR PALETTE + EARTH MOODBOARD
STRUCTURING YOUR MOODBOARDS
Colour Palette – What dominant colours will define the mood?
Red, blue, gold, black, and white.
Lighting & Atmosphere – How will light and shadow create emotion?
Harsh lights piercing through dark shadows show conflict and tension between Ares and Zeus with highly contrasting values. Colours on Mars will clash with charred reds and blacks compared to bright magma, whilst Mercury is harmonious with white, gold, and blue.
Texture & Detail – What materials and surface details enhance realism?
I'll be using more textured brushes for my work, which'll give that dry paintbrush feel to the art, even if it's digital.
This is the most prominent one I use for my work, in both concept art and rendering final illustrations. It doesn't have the most insightful name, so I scribbled some lines to show what it looks like when used.
It has a charcoal or graphite feel to it if comparing it to traditional mediums, and naturally lightens at the ends when you let go, creating a short gradient. It can be used in soft, harmonious strokes, or bold, dark strokes.
Character Inspiration – What shapes, costumes, and facial features influence your design?
Ancient Greek traditional clothing and features common in Greek statues (straight noses, short foreheads, curly and voluminous hair, chiselled facial structure and body).
Ares is built like a rectangle with a sturdy and strong form, whilst Aphrodite has an abundance of ovals and curves that flow and look elegant and graceful. Hermes is a mixed bag, with the structured elements of his goggles, staff, and satchel contrasting with the fluidity of his clothing, making his design balanced.
Environment & Setting – What landscapes, structures, or elements define your world?
NATURAL ELEMENTS: Cloud city for Uranus, Neptune entirely submerged in water, rocky, volcanic terrain for Mars.
ARCHITECTURE & INSPIRATION: For inspiration, I used Maldives for Venus (beachy, tropical paradise), Italy for Mercury (crowded streets and cosy alleys), China for Saturn (due to their agriculture being the strongest in the world), and Greece as a general basis for all locations and characters.
LANDMARKS: Olympus Mons on Mars (a once stagnant volcano that deities would congregate and discuss at), Pyrína tis Kardiás on Venus (a collection of bridges spanning across miles of water with lush gardens surrounding it), and Saturn's rings (holds a bridge that encircles the entire globe.)
INDUSTRY RELEVANCE & RATIONALE
How do professional concept artists and animators use mood boards in their process?
Mood boards are visual brainstorming which assist in character design when having them side by side and referencing in real-time.
Helps with guiding a design direction and what kind of character it will be- a character shrouded in ice and blues may have angular, sharp shapes, as well as a snappy or cold attitude.
Mood boards prevent miscommunication and is a clear example of what the work is meant to look like- passing through several stages of development without losing any charm from the original depiction.
Cohesive mood boards help with a cohesive character- if images or colours don't harmonize, neither will the design.
What industry projects have used mood boards effectively, and how does this influence your own work?
Hoyoverse with SOME designs- a few of my favourites from them are Neuvillette, Navia, Wriothesley from Genshin Impact, and Aventurine, Robin, and Ruan Mei from Honkai: Star Rail.
Characters from Genshin Impact that have the most examples of mood boards and colour/outfit variants are Clorinde and Freminet.
The most prominent feature that was designed is her weaponry, considering it's meticulously animated in her fighting in-game. Several blades are evident in every concept, with the common theme being her large feather hat and a mechanical, steampunk-esque fashion sense.
Making many options for executives to pick and choose from is crucial for character designers and concept artists to do.
This is Clorinde's final design and how her model looks in-game. You can see many similarities towards her final design and the top row of the concept art, especially the colours and silhouette.
There were many renditions of his hair colour, complete closet changes from his hat to his boots, and turn-arounds of most concepts to get a feel of the entire design.
The reference images had the common trope of penguins and divers, which influenced every version, making them look very different from one another yet hold the same vibe.
The one below is the final product of Freminet and how his model looks in-game. You can see that it's most similar to the very first one on the left and the very last one to the right with various tweaks to the design. (The diver helmet is in his idle and fighting animations.)
This is a good example as it shows a 'trial and error' technique and already provided the prime inspiration- allowing the development team to see what worked and suited the executives' vision.
This influences how I'll design my characters as I'm on a time crunch and it saves that time when building a mood board and expanding it from there rather than starting from a blank canvas. It helps ensure consistency if said characters need to be drawn later on in new scenarios or exclusive outfits.
How does your moodboard connect to your Final Major Project theme of "Realms"?
It's pivotal for all my character designs and environment shots to get reference images and cultivate mood boards, which in turn is my main focus for said Final Major Project. Having detailed, well thought-out mood boards and palettes for each character for something so broad like Greek mythology helps make something played out into something unique.
Task: Write a 150-200 word rationale explaining how your moodboard supports your project, ensures consistency, and reflects industry standards.
Mood boards are visual brainstorming which assist in character design when having them side by side and referencing in real-time, helping me with a direction to follow when creating a concept. This can be done with a reference window or having reference images right on the canvas to inspire off of. This technique supports me when making my own designs, as I had the palette on stand-by to trial-and-error into my work, and the mood board let me implement certain aspects that traced back to my reference images.
Having constructed mood boards can prevent miscommunication and allows artists to draw alternate outfits or scenery without losing the original charm. This helps industries create when going through several stages of development. Also, said mood boards must be cohesive and easy to follow to make sure the character is well-designed. This ensures consistency and that the vision is not lost or tampered with in the future.
COLOR THEORY
UNDERSTANDING COLOR THEORY
Colour Psychology – How do colours influence emotions and perception? (e.g., warm colours evoke energy, while cool colours create calmness)
Each colour represents a different emotion, either passed down by previous cultures and symbolisms, or thoroughly studied in today's psychology.
Red: Symbolizes passion, anger, and power. It has been found to evoke excitement, but can also represent negative, danger-bearing emotions.
Orange: Symbolizes optimism, happiness, enthusiasm, and youthful connections. It has been found to evoke confidence and agreeableness, but can also represent arrogance, pride, and impatience.
Yellow: Symbolizes joyfulness, happiness, and energy. It has been found to evoke feelings of cheerfulness and creativity, although excessive use also creates feelings of discomfort, anxiety, and caution.
Green: Symbolizes nature, balance, and growth. It has been found to evoke feelings of hope, renewal, and harmony, but can also represent greed, jealousy, and sickness.
Blue: Symbolizes peace, tranquillity, and inspiration. It has been found to evoke feelings of calmness and relaxation, but can also represent sadness and loss.
Purple: Symbolizes royalty, luxury, and power. It has been found to evoke feelings of independence, creativity, and mystery, but can also represent death, frustration, and sadness.
Pink: Symbolizes love, nurture, and compassion. It has been found to evoke feelings of affection, romance, and kindness, but can also represent immaturity, weakness, and insecurity.
Black: Symbolizes power, elegance, formality. It has been found to evoke feelings of self-confidence and importance, but can also represent anxiety, fear, and negativity.
White: Symbolizes cleanliness, purity, and innocence. It has been found to evoke feelings of hope, freshness, and safety, but can also represent isolation, numbness, and emptiness.
Grey: Symbolizes balance, practicality, and intellect. It has been found to evoke feelings of neutrality, calm, and serenity, but can also represent dullness and melancholy.
Brown: Symbolizes earth, nature, and stability. It has been found to evoke feelings of resilience, dependability, and security, but can also represent loneliness and boredom.
Colour Harmony – How do colours work together to create balance and contrast? (e.g., complementary, analogous, triadic colour schemes)
Monochromatic colours are variations of a single colour, including its hues, tones, and shades. This creates a unified and elegant look.
Hue refers to the pure colour, such as red or green.
Tint refers to a lighter version of said colour by adding white.
Shade refers to a darker version of said colour by adding black.
Tone refers to a muted version of said colour by adding grey.
Complementary colours are opposite each other on the colour wheel, and they create high contrast and vibrant looks when artists use them together. Complementary colours include red and green, blue and orange, and yellow and purple. This contrast is even more prominent when you use grayscale, as the values of your colours will vary drastically (Yellow is far more lighter when translated to grey than purple, and so on and so forth).
Analogous colours are groups of colours that are next to each other on the colour wheel, and they create a blending effect of colours merging, often used in impressionism or to evoke serenity. Analogous colours include red-orange-yellow, blue-green-teal, and violet-blue-green.
Triadic colours are three colours spaced evenly around the colour wheel. Triadic schemes offer a harmonious yet visually striking contrast. They appear vibrant, even if the individual hues are lacking individually. Triadic colours include red-yellow-blue and orange-green-violet.
Split-Complementary colours are blended principles of Analogous and Complementary. You select a primary colour before picking its complementary colour and the colours adjacent to it. This helps moderate the harsh and bold effects of complementary colours alone. Split-complementary colours include red + yellow-green + blue-green, orange + blue-green + blue-purple, and red-orange + green + blue.
Tetradic colours are two complementary colour pairs. This creates a vibrant and balanced palette, but may be difficult to pull off without looking muffled and disjointed. To avoid this, artists often choose a dominant colour to allow the other three colours to complement it, considering none of the four colours naturally stand out in a tetradic palette. Tetradic colours include red-green + yellow-blue, and orange-blue + purple-green.
Saturation & Value – How does adjusting brightness and intensity affect the atmosphere? (e.g., muted tones for mystery, high saturation for energy)
Harsh, saturated lights piercing through a dark, muted environment makes for a stark contrast in values and colour. This could be used in my own work with Zeus being the intense aspect that slices through with contrasting whites, silvers, and gold, whilst Ares portrays the muted, dull values, a sinister and dark palette bubbling underneath the light.
Lighting & Mood – How does light impact colour? (e.g., soft vs. harsh lighting, warm sunsets vs. cold moonlight)
In a dimly lit space, colours will appear darker and less intense, with tight values. However, as you increase the amount of light in such a space, the value lightens and the intensity increases. One must be wary of brightening the environment too much, as excessive light can drown out surrounding colours and make your work indistinguishable. Cool lighting can make previously warm colours look less saturated and vibrant as it cancels out and vice versa for warm lighting. However, when either is used on neutral colours such as brown or grey, it helps develop the illustration and manipulate one's emotions.
Warm beaches sparkling with the sunset is calming, peaceful, and can be described as nostalgic due to its warm influence of orange lighting, while cold forests with little light permeating through the leaves often portray danger, mystery, and unease.
CHOOSING A COLOUR PALETTE FOR YOUR PROJECT
What overall mood or emotion do you want your project to convey? (Dark and eerie? Vibrant and mystical? Dreamlike and surreal?)
The initial themes are war and conflict, so moods of melancholy, anxiousness, danger, and power will be at play here. It's essentially darkness against the light- with Zeus' luxurious brightness and Hermes' vibrant attire contrasting Ares' dull, ashy design and Phobos' and Deimos' negative, dark palette.
I'd like to provoke tense emotions that make the viewers hold their breath and get swayed along the shore of battle, alliances, and rivalry. It's action-packed and focuses on the existing relationships, abilities, and symbolism the planets and characters have whilst expanding upon it for my story.
What genre and themes influence your colour choices? (Fantasy, sci-fi, cyberpunk, historical, abstract?)
Historical mythology makes colours more muted and faded with yellow, which I'd like to add in illustrations that depict before the original narrative. Fantasy also has intense and unrealistic colour palettes which makes them so visually striking and magical.
How do colours reflect the personality of your characters or the atmosphere of your locations?
ARES: Red, 'yellow' (gold), and brown- represents the danger he causes, discomfort and anxiety that fester in his civilians and those attempting to confront him, and his resilience and grounded nature when speaking despite his notorious anger.
APHRODITE: Pink, blue, and white- represents femininity and love, her elegance and grace, and the purity of her beauty, as well as the isolation she faces when despising anyone's appearance but her own.
ZEUS: 'Yellow' (gold), 'grey' (silver), white, and brown- represents his false sense of security and dependability he is meant to exude, his boredom with the other deities and his own children, and arrogance against all but himself.
GAIA: Green, brown, yellow, and blue- represents both nature and the sea, her previous stability and balance, her energy and happiness, and the safety she granted to Earth, who she lovingly looked over.
What real-world references or inspirations guide your palette? (e.g., nature, architecture, cultural influences)
Ancient Greece for Greek mythology, of course.
Narrow Italian streets and rich architecture for Mercury, the beauty of Maldives' beaches for Venus, and overall inspired from existing planets, such as the ashy, barren state of Mars.
Task: Select a primary colour palette (3-5 key colours) and a secondary set for accents. Present these in a moodboard or digital swatch set.
PRIMARY COLOUR SWATCHES
SECONDARY COLOUR SWATCHES
APPLYING COLOUR TO YOUR PROJECT
How will your chosen colours be applied to your characters, environments, and props?
Through concept art of environment sketches, character design, and illustrations that showcase the narrative.
Will your project use bold contrast or subtle gradients to create atmosphere?
This will vary between the characters and dynamics- Ares and Zeus will have high contrasts when comparing their palettes, whilst Ares and his two 'sons' are subtle shifts in colour that result in a mild gradient.
Does your colour scheme evolve throughout the story? (e.g., a shift from bright to dark to reflect change or tension)
Initially it'll be red (Ares) and blue (Zeus) as the most important colours, before showcasing green (Ouroboros and Gaia) when Ouroboros is awakened later on.
How do professional concept artists, game designers, and animators use colour effectively in their work?
Using it in character designs to make them more eye-catching and interesting to look at in the long run, model rendering and colour grading (often used in photography and 3D animation or game design), symbolism (origin of characters, their backstories, and personalities influence their palettes), making viewers focus on certain elements by making colours saturated and/or bright on specific characters or objects.
Task: Experiment by applying your colour palette to small thumbnail sketches of your character, environment, or key scenes.
INDUSTRY CONTEXT & JUSTIFICATION
What industry projects (games, films, animations) inspire your approach to colour?
Hoyoverse, Project Sekai, Vocaloid designs.
How do professional artists use colour to support storytelling and mood?
CONTRAST: Using contrasting colours between two or more characters shows that they're opposite in nature, incompatible, and often experience tension, but using harmonious colours show that characters get along, are similar in nature, or have a grounded relationship.
STORY-TELLING PROGRESSION: Darker, desaturated colours may be used at the beginning of a narrative when things look bleak, then saturated, brighter palettes can show improvement and hope in the second act, and then calmer, harmonious tones for the conclusion.
CONTEXT: For colours to work in your piece, they'll have to align with the emotions your art is trying to convey. For example, a dark, eerie hallway won't be coloured with pastel pinks and baby blues- the palette must be appropriate for the core message and emotions you're trying to convey.
SYMBOLISM: Depending on your story's origin, concerning culture, race, and tradition, most colours will often have different meanings to different people. For example, red in China is seen to represent luck and happiness and is the core colour of Chinese New Year, whilst Western countries perceive red as dangerous, exciting, and urgent. It's important to think about when and where your world is set to choose palettes.
How does your chosen colour palette reinforce the themes and narrative of your project?
Contrasting colours in artwork present an interesting and dynamic piece whilst also showing where characters stand with relationships. Progression in story calls for palette development as I've mentioned previously. Environment enhances character if they match colour palettes, yet the character holds a foreign colour that makes them pop out. For example, Ares and his planet are similar in colour, but the blue and gold in his design adds depth when using Mars as a backdrop.
Task: Write a 150-200 word rationale explaining why you chose your colour scheme, how it enhances your project, and how it aligns with industry practices.
Contrasting colours in artwork present an interesting and dynamic piece whilst also showing where characters stand with relationships. Environment enhances character if they match colour palettes, yet the character holds a foreign colour that makes them pop out. For example, Ares and his planet are similar in colour, but the blue and gold in his design adds depth when using Mars as a backdrop.
Using contrasting colours between two or more characters shows that they're opposite in nature, incompatible, and often experience tension (such as Zeus and Ares), but using harmonious colours show that characters get along, are similar in nature, or have a grounded relationship (such as Ares, Phobos, and Deimos).
For colours to work in an industry's piece, they'll have to align with the emotions their art is trying to convey. For example, Ares' palette is dark and saturated, as well as Mars, to act in accord to the symbolism of colour theory and visual affect of his destructive nature- the palette must be appropriate for the core message and emotions they're trying to deliver.
A shift in the primary palette later on in the story develops and enhances the colours- the red and blue will soon be outshined by green due to Ouroboro's awakening, giving us our final act.
INSPIRATIONAL MEDIAS
IDENTIFYING YOUR INFLUENCES
What films, games, books, comics, or artists inspire your vision for your project?
Hades, Hoyoverse, Prince of Egypt environmental and atmospheric concept art.
How do these sources connect to the theme of "Realms"? (Are they set in alternate dimensions, mythological worlds, futuristic cities, or abstract dreamscapes?)
HOYOVERSE: Concerning Honkai: Star Rail- a fantasy world with unique and independent planets that operate differently from our own world, but still hold some standards the audience is familiar with (humanoid characters, references to other media, inspiration of real-life places such as Las Vegas and Huizhou).
HADES: Similarly to my own narrative, it depicts well-known Greek deities in a new and unique plot, as well as interesting character designs and world-building. Key locations consist of the Underworld and Greece. This implements familiar elements whilst also being an independent adaptation, creating a historical and fantastical realm.
PRINCE OF EGYPT: This animated film is a retelling of the Book of Exodus, the second book of the Bible, following the life of Moses from being a prince of Egypt (title screen) to a prophet chosen by God to lead the Hebrews out of Egypt. This counts as a realm, considering it's an adaptation of a location we already know, and holds otherworldly scenes such as the curses and the parting of the Red Sea.
Are you drawn to a particular art style, storytelling technique, or atmosphere?
Art styles like 90s anime: specifically Sailor Moon, Cardcaptor Sakura, Trigun Stampede, Ghost in the Shell, as well as older Studio Ghibli movies, like Nausicaä of the Wind of the Valley and Castle in the Sky.
Studio Ghibli movies for storytelling as well, as it relies on visuals, music, and sounds instead of verbal communication which I find mystical.
What makes these sources stand out in terms of composition, colour, character design, or world-building?
STUDIO GHIBLI: Strong commitment to 2D hand drawn cels even in a world currently dominated by 3D animation, expressive characters and strong themes on environmentalism, endurance, childhood, and growing up, different structure from common western three act narratives. Oftentimes, Ghibli protagonists are very well-known as their designs and the world around them are influenced by Western standards, such as blonde or red hair, green or blue eyes, and locations showcasing European architecture and nature, such as Germany, Britain, and France.
GHOST IN THE SHELL: Delves into the consequences of advanced technology, complex themes such as the nature of consciousness, and real-world relevance, animation is stunning, both with environments and character design, which is especially discussed about when it comes to Stand Alone Complex.
Task: Create a list of 3-5 key media influences and explain why they inspire your project.
HONKAI: STAR RAIL: As this game also follows a cosmos-wide environment, this inspired me to create a realm bigger than just a city, country, or even a single planet. I wanted it to be massive, because it's fun and also allows you to add more details.
HADES: Their gorgeous designs for each deity or individual seen in Greek mythology is so funky, dynamic, and creative. I wanted to make my own colourful spin on the topic, too, and this game inspired me visually.
STUDIO GHIBLI: Studio Ghibli's backgrounds and their 'show-not-tell' narratives are incredibly impactful and revolutionary. I wanted my narrative to also go beyond words, simply using atmosphere, colours, and raw, visual emotion in my work.
ANALYSING YOUR CHOSEN MEDIA
Visual Style – What artistic choices (e.g., colour palette, lighting, shapes) do you find inspiring?
The vivid and lush colour palettes in Studio Ghibli movies- the detail and depth given to said backgrounds and how everything is hand-drawn and layered on cels.
Storytelling & Themes – How do they use narrative to build immersive worlds?
Studio Ghibli films rely on sound and visuals, which is what makes their music so phenomenal-- it's tailored for a certain scene or line of action and enhances it emotionally and narratively. Their delicately woven frame-by-frame animation for small details such as eyes widening, clothing flowing in the wind, or a simple turn of the character makes it so elegant.
Ghost in the Shell delves into identity, blurred lines between machine and human, and blends cyberpunk with philosophical depth, its context is relevant with the concern over conscious technology we have in the modern world.
Genre & Mood – How does the tone (dark, surreal, whimsical, futuristic) influence your own project?
STUDIO GHIBLI: Magical, grounded, wonder, and reflection- My own narrative is magical and fantasy-themed, as well as explores diverse environments and explores Ares' development- be it for better or worse- throughout the story.
GHOST IN THE SHELL: Serious, contemplative, alienating, futuristic- The overall tone in my plot is quite serious and leaves audiences thinking- did Ares deserve to usurp his father, or was he acting too irrational? Ares may be the protagonist, but that doesn't mean he's inherently 'good'.
Industry Techniques – What techniques do professional concept artists or animators use in these works?
STUDIO GHIBLI: Hand-drawn, attention to detail, visual storytelling.
GHOST IN THE SHELL: Hand-drawn, digital effects, colour grading.
Task: Write a short analysis (150-200 words) of one key inspirational media source, breaking down its impact on your creative direction.
Hades is a wonderful example of an immersive experience that is enhanced by its strong world-building and narrative depth. As an inspirational media source, the game demonstrates how Greek mythology can be reimagined with rich storytelling and dynamic, vivid character design. Its use of procedural narrative helps keep the world alive which influences my own story- a domino effect and butterfly effect-esque plot.
Visually, Hades uses bold colours, dramatic lighting, and dynamic, stylistic poses that show you what the character is about before telling you anything. The contrasting palettes between characters and the environment influenced me with my own colour choices.
Its characters, that each hold unique voices, personalities, and designs, inspired me with my own characters and to integrate meaningful and convincing relationships between them.
APPLYING INSPIRATION MEDIA TO YOUR OWN WORK
How will you incorporate aspects of your chosen inspirations into your own designs?
STUDIO GHIBLI: Make my illustrations, namely backgrounds, as rich and detailed as theirs.
HADES: Creating compelling and harmonious character designs.
STUDIO GHIBLI: Attempt to visually provide context clues and key story lines through my artwork without obvious intel, such as dialogue.
Are you blending influences to create something new and unique?
Blending Studio Ghibli (rich, detailed world-building) with Hades and Hoyoverse (creative character designs with bold and striking colour palettes).
How will your characters, environments, and animation style reflect your inspirations while maintaining originality?
My character designs reflect Hades- in that they're both a breath of fresh air when it comes to what Greek deities may have looked like. They're both colourful and dynamic, yet still faithful to the original material.
My environments and backgrounds reflect Studio Ghibli - in that they're both immersive, attentive, and pay close attention to detail. I will attempt to create immersive scenery.
How does your inspiration connect to industry standards in game design, animation, and concept art?
Studio Ghibli's commitment to hand-drawn animation has set a gold standard for quality and artistry- this approach has caused many failing films to be compared with Ghibli's gorgeous visuals and details.
Ghibli's ability to convey complex emotions through their characters has become a benchmark for animators aiming to create relatable and impactful narratives.
Richly detailed environments, from lush forests to bustling towns, serve as an ample example in creating immersive worlds. Concept artists often study Ghibli's work to understand how to blend realism with fantasy, as well as how to breathe life into every aspect of the story, such as crowded background characters working away behind the protagonist to make it feel lived in.
Task: Develop a moodboard or sketch page that visually explores elements inspired by your chosen media.
I used this website I found to collect photos and arrange them in a gallery-like pattern! I put in artwork for Nausicaä of the Wind of the Valley and Ghost in the Shell.
INDUSTRY RELEVANCE & JUSTIFICATION
How do professional artists research and use references in their work?
Understanding the context of the project to accurately research inspiration (for example, one who is creating something inspired by greek mythos would not research Egyptian mythos instead).
Seeing trends in current or latest techniques and themes to hone to a broader audience and create something original.
Referencing real-life things (such as architecture and environment) helps make the world feel more immersive (this can be done by travelling and taking photos of relevant sights before incorporating them into your work).
Why is it important to analyse and adapt inspiration rather than copy it directly?
Creating something with your own style and character- copying it entirely takes away the humanity of your work. On a more technical note, it can lead to issues of plagiarism and copyright infringement.
When analysing inspiration and making something of your own, it helps open up your mind to other new possibilities instead of being stuck with one formula.
How does understanding inspirational media prepare you for industry roles?
Helps with analysing trends and what successfully resonates with audiences.
Building knowledge of different genres, stories, personalities, and world-building helps expand your ability to create.
Adapting to industry tools - Studio Ghibli uses hand-drawn animation, what issues and complexities may come with this? (tight schedules, labour-intensive, cost).
Task: Write a 200-word rationale explaining how your selected inspirational media has influenced your Final Major Project and how you are making it your own.
Several medias have inspired me for numerous aspects of my work, so I'll go through them accordingly.
For environments, Honkai: Star Rail, a fantasy world with unique and independent planets that operate differently from our own world, but still hold some standards the audience is familiar with, and Studio Ghibli, with strong themes on environmentalism and richly detailed environments, from lush forests to bustling towns, inspired me most.
There's a lot of life in both the game and the animation studio- they both have a lot of attention to detail, vivid and eye-catching colour palettes, and interesting world-building that enhances the plot.
For character designs, mine reflect Hades most- in that they're both a breath of fresh air when it comes to what Greek deities may have looked like. They're both colourful and dynamic, yet still faithful to the original material. It's a unique spin on a played-out trope. This implements familiar elements whilst also being an independent adaptation, creating a historical and fantastical realm.
For colour, the vivid and lush colour palettes in Studio Ghibli movies influenced me most- with the detail and depth given to said backgrounds, and how everything is meticulously hand painted. It makes it feel like a lot of love and passion has gone into it, as well as looks absolutely stunning. I want to harness this consistency of life and beauty into my own work through dynamic range of colours.
For narrative, Greek mythology put into the context of my plot and Hades inspired me most here. I wanted to create an outlandish and unique approach to the mythology whilst still keeping the fundamentals of original relationships and connections. This, mixed with the procedural narrative of Hades, helped cultivate the story I have now.