For this project you will be designing a creature or main character for your game concept. It may be a human, animal, alien, or creature. The main character of your concept that the audience relates to.
File size minimum: 2000 x 2000 in your working file.
Gather at least 3 benchmark images showing the style you are aiming for.
Recommended: Start a pinterest collection : See Bonner's First and Goal
Create at least 10 silhouettes that explore different design options/looks. Your silhouettes can explore different variations on one character or they may explore different characters. But each must be a main character.
Your silhouettes should be numbered and presented all together on one sheet.
Considerations include:
leveling up the assets for the character
costume selections
We will choose two silhouettes that are working the best and explore those in more detail as grayscale sketches.
These grayscale sketches should explore the interior details we don't see in the silhouettes, as well as value distinctions to help separate different sections of the body or costuming. Light and shadow can be ignored at this point.
Line of Action needs to be considered now.
You will take your silhouette and explore a pose
We will choose the grayscale sketch that is working best to take to the color final. This color final should include any details and refinements not present in your grayscale sketches like final clean line work, flatting of colors and lighting/rendering (if applicable for your chosen style).
Your final should be presented as a model sheet layout, showing:
A few of your favorite silhouettes to include the ones taken to sketch phase
2 grayscale sketches
1 color final with at least one level up feature (weapon, costume, etc)
Everything should be presented on one sheet, including:
game logo
character name designed
character description
artist name and contact
Kyle Mjoen: See more of his work on Art Station
Notice how the work is laid out on Art Station and what he has included.
Your character must be a ble to function in a casual game.
Thick Assets work best
Can be understood on iphone size, so zoom out and see if you can still read the details, if you can't then make them bigger.
Must be able to be rigged (create in layers that overlap)
Must be able to level up (have versions of assets that shift to become more costly based on achievements)
Props are interchangeable from an inventory you will design
Mark Paulik KCAD Alum: (This does not fit the exact project deliverables but is a good example of moving through the process required by the industry.)