A Shipwrecked traveller stumbles across a dilapidated cabin, seeking refuge. They get to know the strange inhabitants but slowly realise something is really wrong. As they unlock each room they realise they need to escape immediately. We want the player to experience tension, curiostity, and unsettled.. Aim of this project is to create a coihesive narrative and have all of the characters and locations link and work well together. The protagonist / player got here because their boat was wrecked and they were saved by the fisherman who was coincidentally nearby (a little too coincidental). The protagonist is here to pay back for having their life saved from the fisherman and pay back by helping around the cabin whilst any remains of their boat is washing up on the riverbank.
Radio for news not music. really scratchy voices because the connection is poor. This fisherman takes us to different locations across the bog. He is a calm personality type and covers up so he doesn't get bitten by mosquitos. Maybe he has fishbones and scales on his skin and back to mask the smell so that the fish and creatures in the lake can't sense that he is there?
A character design which clearly shows his role as a fisherman in this strange environment. His attire should visually show how he is getting by in a difficult environment, and his physique should mirror his activities.
visual storytelling, rendering, working in a team
A sense of exploration and wonder (This is vitally important because it is our chosen theme for this project). A desire to explore and find out who the characters are and why they act the way they do. What is in the swamp and what is the history of this cabin and it's inhabitants?
When on a journey to search for a missing person, The player's boat gets wrecked by an unknown animal that lurked in the murky swamp waters.
They have no means of travel beyond the cabin without their boat - which is broken beyond repair. The cabin is surrounded by the swamp waters which is far too dangerous to swim in so they are repaying the fisherman for saving their life by helping around the cabin and their fish business - which might be more fishy than the fish themselves.
The lands have been flooded due to climate change storms. The cabin shows it's fight from these draughts and storms by the way it hangs onto it's wood desperately and how it is skewed to one side, balancing on its thin legs.
The Fisherman should
Our environment is muddy, hot and humid. Our Group suggested cold colours such as green, purple, and blue to suggest the dark undertones of this game's narrative and to suggest the swampy environment despite only exploring the interior of the cabin.
Here are references of some of SOM characters to identify key traits and characteristics of their style.
The mysterious elder who has lived a lot of stories - mostly questionable stories -
the Fisherman prefers to be known only by their profession. This reveals the character's tendency of staying away from much interaction. He likes remaining ambiguous and just as a figure... besides, there aren't many others who do what he does especially with what lies in the waters...
Wearing green, blue, and purple are colours that make you more difficult to see which can 'repel' mosquitoes.
Since it is a modern world, he probably heard of ways to prevent mosquitos - and lavender is something mosquitos hate, so he buys bags and bags FULL of lavender. There is little that annoys or unnerves him but mosquitos ain't one of them, he would rather a crocodile bite his foot off, at least that's less skin for those blood suckers to get him at. Citronella Candles also prevent mosquitos. Perhaps he can have those in his dock? he would be less of a freak about it and more for the sake of
There should be visible signs of persistence in his environment which would show he is not used to if he is from afar. Mosquitos tend to effect foreigners far more than locals, Stagnant water means LOTS of mosquitos. Also he would probably have tan lines and maybe even burns depending on how dense the trees in this swamp is - Rainforests would often have quite a lot of coverage meaning not that much light would even reach the ground or where he resides. Clothing should show whether he cares about covering up to reduce mosquito bites or weather he is ok with revealing all that flesh and blood for the sake of saving himself from overheating. his hair would either be super frizzy due to the humid or plastered across his forehead from the sweating. perhaps a mix of both which makes room for some crazy hairstyles. Also what kind of person would chose to go to such a horrific place by choice? and what leads him to not be afraid of the sea monster in the swamp or other predators around these spaces? would he have crocodile skin / leather or other reptiles / creature / fish materials on his clothing which shows his lack of empathy and horror towards them?
Klaus
Norm Macdonald
Grieving Woodworker
By Tom Booth
Team Fortress 2
Medic
Sea Of Thieves Ferryman
Hades
Charon
Love, Death & Robots
Torrin
The Wolf Among Us Crooked Man
The Backwater Gospel
The Minister
South Of Midnight
Shakin Bones
Song Of The Sea
The Great Seanchai
demoman tf2
Archetypes
The Fisherman would fit the 'Outlaw' archetype because he is the only character who isn't from the shack. He has ulterior motives.. helping the protagonist with the boat while secretly hindering them, allowing the witch doctor time to work. His motivations are self-serving & manipulating in some way, and he’s not outright hostile but is playing into the witch doctor’s plan for his own reasons. fisherman isn’t the main villain (the witch doctor is), but he is helping the enemy for his own reasons while keeping the protagonist unaware.
Pretends to be helpful (but isn’t fully on the protagonist’s side).
Ulterior motives (working with or for a darker force).
Manipulative and stalling (delaying the protagonist’s progress).
Not the main villain, but complicit in a larger scheme.
More of a schemer than an enforcer—uses deception rather than force
samuel beckett Samuel (The Lighthouse, 2019)
torrin isn't fully tursted by the other crew members - fisherman quietly controls the situation, manipulates the protagonist while pretending to help, and has his own motivations for working with the witch doctor,
I started off by just blocking in shapes with a large brush and worked into it by cutting away the edges
At this point, the other character artists in my group had started refining their own character ideas & designs. Since I want to make sure each character is unique and can easily be differentiated from each other, I need to take into account their decisions and make sure I do something different. The witch doctor has a very round and large body shape, and the butcher twins are aged and saggy. This means I should choose a different body type that will be iconic for the fisherman and doesn't look too similar to the other characters. I should also not have prosthetics included in my character design because that will be the butcher twin's thing. I should lean into the fisherman's fishing rod, damp clothing, mosquito bitten skin, and drenched-in-sweat hair.
These are my preferred designs which I wish to explore and push further for The Fisherman's design. I believe it explores a body type and shape language that aligns with the other cast of characters in the game but also unique enough to .. Lecturer liked fisherman's hat & bushy eyebrows + Large beard & sunken eyes
Sketched a variety of heads using a blend of references and imagination
Pacific Viperfish ; "A predatory fish that lives in the abyssal depths of the deep sea"
Ernest, mid-50 y/o
Our group plans on basing each of the character's colour pallets after a sea creature. This gives us inspiration for not only colour combos but also textures and even inspire design choices. I came across the Pacific Viperfish which has this really dark inky complexion. This image I found depicts a viperfish with it's throat slashed open. When I came across this image I thought it was part of the creature's unique body - but after further inspection realised it wasn't. This doesn't mean I can't use this slash of red in my design though! I decided to change the headscarf that is wrapped around the fisherman from black to red. Also, the teeth of this fish is translucent which is facinating an I wondered how I could include that detail in the fisherman's design. WHat it they whre shown though grey hairs which are straying from a darker beard?.
When it comes to character design, a deep understanding of clothing, it's historical significance, materials, and styling are very important. it helps to take a bare bones fictional human, and give them personality, significance, and appeal. it does loads in helping to tell that character's story, so why wouldn't a designer spend the time to fully understand and research ways they can imbue the clothing their character's wear with significance to share part of that story with their audience in subtle way?
Since material callouts are encouraged in concept art, it's really important to know what kind of materials you are referencing. If, for example, you are designing a medieval character, you wouldn't want to have Nylon as on of the materials being called out for their clothing as they wouldn't even have the technology or resources to create it.
Harvested from plants or animals.
PERFECT FOR: Medieval, historical, Horror, Fantasy, Folklore, Survival
man-made using chemicals
PERFECT FOR: Cyberpunk, Modern, Action, Crime, FPS, Racing Games
Cotton
Linen
Silk
Flax
Hemp
Cashmere
Wool
Jute
Denim
Leather
Pros
Biodegradable, Breathable, good for the environment
Cons
Less durable, More expensive, Less accessible
Qualities
Scrunches & crinkles easily.
Polyester
Acetate
Nylon
Acrylic
Elastane
Latex
Spandex
Kevlar
Neoprene
Mylar
Pros
More affordable, Accessible, Very durable
Cons
Not biodegradable, can cause irritation, poor breathability
Qualities
Often stretchier, doesn't scrunch / crinkle as easily.
Linen
Leather
Hemp
Polyester
Acrylic
Mylar
Constructed from more than one type of structural fibres. can also be made from natural materials but undergoes chemical processing.
PERFECT FOR: Fantasy, Steampunk, Adventure, Decopunk, Roleplaying
Innovative materials developed in the last few years
PERFECT FOR: Futuristic, Sci-Fi, Solarpunk, Rhythm Games
Rayon
Taffeta
Polycotton
Lyocell
Viscose
Jacquard
Pros
Can be produced in high quantity to meet consumer demands, affordable, breathable, versatile, More resistant
Cons
deteriorates in colour when exposed to light / washing, susceptible to mould.
Qualities
Varies depending of what is mixed together
Seacell
Mylo
QMilch
Recycled PET
Pinytex
Tencel
Created to combat environmental issues / reuse waste materials / increase it's sustainability / add functionality / explore new production technology
Can also refer to new methods of creating fabrics like 3D printed garments!!
Rayon
Jacquard
Taffeta
Optical Fibre Woven Fabric
3D-Printed Mesh or Lattice Structures
Metallic Foil Fabric
Since our game is set in an alternate modern day, far removed from the mainstream of technological advancements, the materials that our characters would use would mostly be a blend of Natural fabrics, synthetic fabrics, and maybe a little bit of Hybrid fabrics. Their garments would be reused, upcycled, and highly worn down, gritty, tactile, and fit for their hot and humid environment.
The fisherman would most likely wear a Hemp T-Shirt, a mixture of rubberized fabric and waxed canvas cotton for his apron...
Dyed Hemp - T-Shirt
Fur Felt - Hat
Netted Rope - Hanging items
Cotton Gauze - Hand Wraps
Crocodile Skin - Belts
Steel - Buckles / Buttons
Waxed Canvas Cotton - Apron
Anatomical & perspective errors my lecturer helped me identify with this draw over.
Tar / Oil Stains
(They would use oil to power boat motors, stoves, waterproofing)
Sweat Stains along hat
(like seen on Yellowstone Kayce Dutton's hat - suggested by Lecturer)
Mosquito Bites
(Lack of immune tolerance causes harsher reactions to foreign bug bites )
Sunburn
(As the foreigner of the group, it would be a nice detail to show)
I always end up skimming past details such as these which enrich a design due to trying to finish the project as fast as possible so I want to make sure I have the references I can easily access and will more likely implement them.
designing from imagination is challenging because the answers aren't simply infront of you like when creating studies in traditional art ; drawing from life. When concepting, even if you have a pose reference, you have to change things in a way that not only is believable, but also visually appealing, and unique to that character's body type - especially when it comes to stylised characters with enhanced proportions. the character has larger upper body than what is seen in real life and so this has to be changed...
Lecturer suggested to make his feet larger. At the moment his shoes are looking too dainty (especially in the sculpt) so I should focus on enlarging the ankles.
The arch of the foot is being flattened so make sure to show that curvature which the metatarsals are creating.
It was also suggested to straighten the curvature of his calves.
crab fisherman boots
dick turpin
Bring the shoulder that is closest to us up higher than the side that is further.
The hand holding the fishing rod doesn't actually work. If his thumb was facing this direction he would be sticking the fishing rod into or in front of himself rather than to the back of his neck. The forearm on this side is also a little skinnier than the right so should be enlarged.
Elbow also needs to be modified to suggest he is holding something. It is currently going straight down as if his arm is still rested rather than raised.
Bring his waist in just a tiny bit to suggest a tight belt effecting the appearance.
Bring his Tshirt up higher.
I used my sculpt from game production to quicken the process of my concept.
Edit > Puppet Warp. You can hide mesh.