Project Deliverables:
Initial concept sketches
Variety of mood boards
Design iterations through silhouettes
Value and colour iterations
Flat colour lineart drawing of 3/4 turnaround.
In our exposure to the brief, my group understood our necessary goals for this block. Overall, we are cooperating to create the concept of a game based on the given word prompts from the brief and crafting characters/environments based on the narrative and world-building we foster. It was important to immediately communicate which prompts spoke to us, what genres/styles we wanted to avoid, and what games we wanted to take inspiration from.
Within the group, we explored a range of ideas and how they'd apply to our deliverables, along with how we can variate on the idea so everyone has a distinct concept to create. Ultimately, we wanted to step away from the Game Production project which features a lot of fantasy, magic, and old academia architecture and agreed that the Sci-Fi route was ideal. From here, we considered what fits into that genre, along with our chosen prompts of "Mechanical", "Adaptation" and "Survival".
Interstellar strip club - alien bottle girls with too many inappropriate appendages, pompous pimp running the system, grotesque in our eyes but attractive in space. Dancefloors, poles, backstage vanities and bars.
Apocalyptic bunker - underground settlement shielding from imminent threat and largescale disaster on the surface.
Mechanical scrap junkyard - pipes, oil, steam, and screws. Mechs piloted and cars akin to Mad Max with survivalists with resourceful abilities.
Bar - cocktails, pints, mixologists and bartenders. Seating area, stools at the main bar, droughts and bottles galore. Attached brewery.
Retro diner - jukeboxes, kitchen, dining area with a multitude of booths, milkshakes, waitresses, checker tiled floors.
Space prison - sci-fi jail akin to the spaceships in the Alien franchise, guards and prisoners for character artists. A variety of cells and courtyards for the environment artists.
With these options, we decided on our final concept. We combined the ideas of those we preferred, the strip club, bar, retro diner, and space prison. Ultimately, it became something of a retro-futuristic sci-fi bar in space. Dingy kitchens crafting burgers with questionable ingredients hunted on foreign planets, dubious garnishing, waitresses of a variety of alien races, and a manager favouring himself over the preservation of the establishment. This sketchy location likely holds some controversial secrets behind kitchen doors with money laundering or other illegal trades like an alien organ black market. This is taken from the previous idea of the manager being a pimp, matching with the customer-service driven waitress keen on attracting customers.
The above image shows my preliminary sketches of the bar idea with a brewery for extra environment choices, before narrowing down to the rooms of the bar itself.
I sketched out an idea of an alien waitress working at this bar, sporting the traditional uniform and delivering some delicious grub. She contradicts the scenery with her bubbly, bright persona but brings great service.
Kras suggested exploring the personality variations I could give this server - a good example he extracted was Mata from Emperor's New Groove, who has a stingy attitude, clearly done with work but still clocks in and puts in the hours. "Whaddya want...?"
Xena and I discussed potential style guides, and understood we're aiming for semi-stylised already. We believe that the environment artists will lean towards realism with stylistic elements and elected Marvel Rivals as a good example for its use of sci-fi elements, with a semi-realistic style that has less stylised environments that show how all our artistic preferences coincide with this art style.
With that, I got to collating references of characters with unnatural skin colours, examples in Marvel Rivals, and fan-made concept art that also represents this.
Next, I found a variety of waitress uniforms from multiple eras such as the traditional 50s, and sleek, modern and professional outfits. I also found some concept art, 2D and 3D on artstation to understand how this idea got stylised and translated to game-ready models.
Dev Log Evaluation:
I believe we've done a decent amount of brainstorming and reference gathering, but we still aren't 100% decided on the concept. I think we're all content with it, but we haven't got a concrete vision with consideration for secondary aspects like the era, what degree of murky and grimey the establishment will be, and how far we will take the sci-fi aspects in terms of futuristic, techy imagery. The good thing is that we all recognise that and have already planned to gather references separately to revise the concept all together and refine it properly until its confident and we can start iteration on our independent projects.
Before week 2's session, I felt I wanted to gather more references so I had a better vision of what I'd produce in session. I collected references from film, TV, and games based on the waitress character concept and variations on aliens. This extra clarity helped me start the session with confidence.
Men in Black Annelids - I imagine the bar's regulars act sleazy and smoke space cigs regardless of the policies, not the staff care much.
I extracted waitress concepts in focused mood boards dedicated to games with character skins donning the uniform, and live-actions shows with waitress characters to see more realistic interpretations.
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Next, I explored examples from 2D animation as their designs are often simplified to show the major recognisable features in this archetype, along with how the varying characters (rushed young worker, jaded and grumpy old lady, and friendly workers) are exemplified using shape language.
Lecture Notes - Character Archetypes:
There exists 12 character archetypes that act as a distinct personality foundation, opposite to a closeminded stereotype.
Likely caregiver for mine or jester. I should consider the archetype for the manager and their dynamic.
Consider common RPG classes and their major purposes in an adventure, how they contribute to the gorpu - believe character would be represented as priest/healer, very altruistic role and she's dedicated to customer service, welcoming clients.
Xena's maybe a tank, commandeering and influential, large status communicated in shape and my character as a healer, often focused on tanks in-game, works for the manager and is dedicated to maintaining his service.
Design Rules of the Game - Style Guide:
First sight, recognising shape which is why silhouette is important. Shape language dictates the foundation. Cohesive shape language is necessary for visual unity.
Can be good to have contrast in shape and colour with environment - secondary rounded forms of character echoes the rounded environment, but their primary jagged form helps them stand out and emphasize their focus.
We were shown a professional sculptor, Aris Kolokontes, during the lecture, notable for his incredible creature design.
During the lecture, I warmed up by using the lasso tool to carve out some interesting shapes and get used to silhouette design again.
In the end, I found myself with this design - a sagging flesh sack on the head of a grotesquely gorgeous creature, donning a bulbous stomach and scrawny limbs. I thought a bloated body would contrast humorously to the gangly appendages, making for a less appealing character in our eyes and standards, but this is perhaps incredibly attractive to cultures across space.
With this, Kras and Craig advised that I try ideas similar to this route where I play with the shapes and proportions, pushing the freaky nature. The sketch from week 1 is fun and pretty, but experimenting with this route may benefit me too. Given this advice, I decided to develop this sketch with the help of my lecturers and peers' brainstorming to create a potential idea for a character.
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I was advised to look at the movie Treasure Planet (2002) for its distinct and characteristic alien designs, super recognisable to fit the 2D animated style. These designs stray extremely far from the humanoid norm, which demonstrate how I can apply the same technique to my iterations. Although, I must keep in mind the semi-stylised look our group is aiming for so I'll have to maintain realistic elements.
Other miscallaneous examples include Marcus the Worm, the little headcrab-looking creatures from Stray which benefits me in research due to it being our dedicated style guide, and finally T-Ocellus from Alien:Earth who is likely the furthest on the spectrum of creature design, barely even reminiscent of human anatomy at this point. Either way, it's still a very unique and intriguing design to look at, especially for its wise and cunning personality.
Further Miscallaneous References:
From left to right, Douchebag's Chick protagonist design for trashy clothing and makeup, Kath and Kim for the blonde perm and risque clothing, stiletto-looking feet from Splice, and the Chef from Trolls.
After some colour and addition of accessories, the vision was complete.
This drawing is the result of a collection of contributions ranging from peers to lecturers and we have perfectly brought it to fruition. Rhonda, A.K.A Rhonablobbanonda, is a waitress for this ship-stationed bar adrift in space, loyal to this service for 200-odd years and very accustomed to her role as a server. Despite the bar's dingy atmosphere and less than pristine reputation, customers bountifully roll in just to interact with Rhonda. She may act apathetic and speak back-handedly, but she exceeds any beauty standard within the cosmos. If she spits in your food, you would be grateful.
Additional ideas include that she keeps money and tips in the waistband of her apron or even G-string, also extracting mating call methods from nature like coloured patterns or performances animals do to attract a mate - Rhonda can do it all as the most desired creature in space. Finally, she can croak like a frog and expand her throat in the same way. Each idea here is courtesy of Faith, and the name Rhonda is Alex's idea. I also like the idea of some extra mature vibes with her costume design as she has the top few buttons undone to expose her skin more.
This is a little storyboard/comic I created to understand the potential dynamic between mine and Xena's character. If I went the cheery waitress route, I can imagine she hands out free drinks and confectionary to customers due to her great rapport with them which leads to a stern telling-off from a flanderised version of Xena's manager, who is too occupied with their stock and market value.
A collection of sketches I did to iterate on potential colour palettes using alcohol markers and colour pencils just to visualise how I can take from the unique nature of space and aliens, for their unnatural skin and hair tones, along with appendages like antennae and larger, animalistic ears that all come together to vaguely resemble a feminine character despite the unique characteristics.
Amanda Westergren (2025) EY-E9 - Star Wars Outlaws: Wildcard. Available at: https://www.artstation.com/artwork/6LeZEW, accessed March 2026.
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Blue: Square motifs
Orange: Round motifs
Green: Tertiary details
For this blog task, we have been asked to find an industry-level example of character art and understand which archetypes of the major 12 have been applied to this character's personality, analysing how this is communicated visually through their design such as use of shape language, colour theory, and secondary details to their design.
In browsing artstation for this task, I found the artist Amanda Westergren's work on Star Wars Outlaws which coincided with the space theme of our project, along with the non-human character design. EY-E9 is a droid that served the role of a protocol bot, tasked with increasing profits of the her employment place, the cruiser. At which point, she optimised the task through dubious means like encouraging illicit gambling with customers, eventually overthrowing the captain and acquired leadership of the Casino Cruiser.
What I can immediately recognise within her design and plot summary is her transition from everyman to ruler; she was previously a low-class worker who rose to the top ranks of this cruiser's employment hierarchy, as is seen in the strong combination of circles and squares in her shape language application - the use of squares suggests both sturdiness and reliability as a grounded, realistic middle-class worker, whereas this is also represented in the ruler class as this sturdy appearance reflects dominance and her status as leader. As a ruler however, she does not appear tyrannical or controlling, which is reinforced with use of soft curves and circles compounded in the secondary form, such as in her head, eyes, and joints. In tertiary detail, her bejewelled midsection adorned with a pompous necklace further portrays her influence as leader through financial imagery, while her past as a common labourer is clearly evidenced in the excessive rust on her shiny coat of paint.
Ultimately, this makes for a clever and efficient design, seeing as I'd already made my decisions of her archetypes before looking closely to spot the minute details; I'd figured it out based on silhouette alone, and it was backed up with these details and the provided summary of her character and backstory. Seeing as my character also serves a space-sprawling establishment as a lowly worker, I can communicate it with rounded shape language to reflect her appeal to the lower class citizens of space, along with her skill in customer-service, compounded with the jester/rebel archetype as a uniquely back-handed server who has a less than ideal work ethic behind kitchen doors where she badmouths customers and spits in their food; this secondary personality can be visualised with rebellious details like tattoos and piercings, along with sharper shape language.
Since I have an idea of what this character may look like, along with the approval of going crazy on the alien anatomy, it was important I completed the goal of producing silhouettes to explore the varied routes I can take this character from the old and sweet waitress, the grungy and sarcastic one, an abominably bizarre creature, to the cheery and youthful concept. To delve into each of these, using shape language in silhouettes is the best technique.
A: This design was based on the idea of a much lankier build, made with the intention of contrasting with Xena's character physically. Her character at this stage is looking to be rather stocky and akin to Kingpin, so the distinction between these two will be evident with drastically different physicalities. I also experimented with shortening the head shape and enlarging the eyes, almost feeling like a natural instinct from the research done in the bug-based character designs last block.
B: The original silhouette of Rhonda, both with and without the clothes so the silhouette is clear on both. I believe I will need to take into consideration how the work uniform will affect the silhouette and recognisability of the unique anatomy, but that is something I'll inevitably iterate upon as an important element to this design. Rhonda is found to have much shorter, stumpier stature compared to the previous iteration, almost as if the atmospheric gravity of the ship pulls her downwards.
C: I based this design off of the general idea of a slug-like alien who trudges along, with a trail of slime behind them, leaving the bar floor constantly slippy which often warrants caution signs everywhere. She has a slightly saggy build which communicates her apathy through age, clear experience in this establishment and being tired of it.
D: I wanted to explore a more positive attitude in this design, demonstrated in use of shape language with strong curvature and a generally soft build; she moves around on a set of four tentacle feet which curve at the end to complement the whimsical concept with approachable secondary swirls in her design, feeling much more motherly and likely more caring and accommodating towards customers.
E: My intentions with this one was to steer away from the generally feminine traits I was depicting such as breasts, lashes, and an implication of hair, even if in the form of tentacles. I had the idea that this waitress, understanding the reputation of this bar, acts more like a bouncer or bodyguard within the establishment, using her strength to kick out rowdy customers who are misbehaving. I made sure to use large, stocky shapes with a squared-off finish to complement the idea of the shape language representing a force of sturdiness and reliability within this sketchy environment.
F: Another iteration on the slug idea, with less of an apathetic attitude; I referenced Vi the waitress from Grease for her classic waitress design with an elderly, but approachable appearance. I incorporated her short, curled hairstyle and enhanced the elder/granny archetype with a pair of rounded glasses to reinforce the rounded shape language.
G: Despite branching out to slug tails, the rest of my iterations felt pretty standard anatomy-wise so far, so I aimed to branch out here by adding extra limbs, with the idea of a regular appearance at the front and extra limbs at the back which appear much more animalistic, the extra set of arms helps with carrying plates and drink and the legs help with mobility which would be a great feature for a playable character, although I need to accommodate for this extra set of legs with a much larger skirt. I used this iteration to also attempt the grungy idea, where the waitress sarcastically serves, and speaks in a back-handed manner all while spitting in your food. I imagine she wears heavy makeup with long, sharp lashes, styling her flesh-appendage into an impression of a hairstyle, and customising her uniform to fit her alternative style which suits the mature concept of this environment.
H: This was another attempt at the tentacle-based design seen in iteration D, with a much more slender and slim build that exaggerates the length of these tentacles which also feature in her hair, like Celia from Monsters Inc or Medusa, just without the snakes.
I: In the creation of Rhonda, we discussed her being a nepo baby as the daughter of the manager, who doesn't really fit into the uniform but insists upon working here, which I want to explore in this design. It doesn't necessarily carry the deserved narcissism of Rhonda, but I imagine this waitress isn't the most competent, acting a little clueless and dropping plates occasionally. She doesn't fit into the entire uniform so she wears it as a top, despite its stretching at the seams. The uniform doesn't fit in the slightest, but she still plays into her own femininity with accessories like bows and ribbons.
J: I tried a more aquatic route in this iteration, with flared fins, and a large shark-like tail extended from her head like hair, much like the Zora species of the Legend of Zelda.
K: This is the original drawing applied to the silhouette format, which uses a mixture of slender shapes to build her anatomy, with strongly curved shapes that build the uniform and hair to create the impression of reliability and friendliness in applying squares and circles to the consideration of shape language. I imagine she's a dedicated worker in this bar, who visibly contrasts the place's atmosphere with her cheerful attitude which displays her resistance and determination to build herself a good life despite her circumstances.
L: For the final iteration, I leant into the gangly anatomy much more than what I'd previously done, with a hunch-back showing her tireless working, along with a slightly exposed spine to demonstrate her overworking,
Lecturers' Thoughts:
If I go the route of the original drawing, then I should take from silhouette A more as it maintains that more humanoid appearance but still has unique elements that catch the eye without completely going off-board.
Group's Preferences:
Xena - G
Jas - All of them
Dylan - B and L
Emmie - G and H
Dev Log Evaluation:
Experimenting with some silhouettes helped me visualise the variety of routes I can take with this character and the vastly differing personalities based on shape language, I believe I've created some decent variation in the designs, although it did get a little linear and more standard humanoid towards the end, which was likely a sign that I needed a lunch break. Overall, receiving feedback from my group peers has shown their approval in my designs along with their preferred iterations.
Since I have 12 silhouettes and my group's feedback on the designs, I will get my lecturer's feedback next session so I can begin to extract the best features from each preferred iteration to create a solid base form of the character that I can either further iterate upon with smaller anatomy changes or get to work on experimenting with the uniform, hair, values, colour palettes, etc.
For this week's session, our group had to prepare a powerpoint to present to the tutors, showcasing our overall conecpt and individual work to receive feedback and guide us on where to go next. I'd compiled all my preliminary sketches, mood boards, and silhouettes to present so I could receive critique on my character and what direction I should take it.
POWERPOINT FEEDBACK:
The major feedback Xena and I received as the character artists was to present our characters next to each other on the same file so we could understand how they visually work together and to check that they're cohesive, feeling like colleagues and characters of the same style and universe. From here, we can make any necessary changes and keep developing our designs. Given my group's feedback on my silhouettes, I presented the ones that were chosen as favoured iterations, and the lecturers agreed on these selections, confirming that G was the most interesting and should be the major one developed into the final silhouette. The character-based feedback was what I expected, so I understand that I should refine my final silhouette and extract the best features of the previous ones, then iterate upon makeup, biological markings, uniform, and colour/value.
Overall as a group, we've been advised to consider our double narrative in the domestic bar/kitchen and sketchy black-market as these can be seen as two separate stories to build upon, ensuring we add details that hint at both of these aspects, visually communicating them effectively. Due to this, I aim to fill out the concept matrix sheet and present it to the group so we can correct any details and refine every component.
Given my feedback on the silhouettes, I kickstarted the development of this idea through a quick render of the bust, visualising her large, low-set eyes with thick mascara and eyeshadow, decorating her scowling gaze; I imagine she has glowing tattoos/bioluminescent marks too.
Dev Log Evalution:
After presenting our powerpoint to the lecturers, we had received feedback and guidance on our projects and grasped what was necessary to carry out which I detailed on earlier, needing to refine my final silhouette so I can begin iterations on value/colour, and then any smaller aspects. We also need to finalise the narrative of our group concept and game.
Considering my feedback from the previous week, I understood my goal to be finishing the refinement of my silhouette as a primary goal so I can begin the iterations.
Craig Feedback:
Starting the session, I felt myself to be in a rut with this design. We had agreed that the main silhouette I was working from would be too complex to translate to 3D, especially in the rigging department given the doubled amount of limbs. Overall, I wanted to keep the unique alien anatomy without giving myself a hard time in the 3D module next block.
The first pointer Craig gave me was to work on the anatomy and iterate upon it until I reach something I enjoy and can create in 3D. I should also consider how the limbs work to affect and assist the waitress' work, sticky tentacles help to carry plates without risk of dropping them, lots of limbs can carry a vast multitude of dishes, and long legs can help speed across the bar.
Next, I can work on the colour and value to ensure the design reads well past the silhouette stage.
Finally, I will be able to iterate on secondary details like uniform, hair, and tattoos/biological markings.
Anatomy Iterations:
This is my attempt to mix up the anatomy, solely in the leg area as this part can be changed vastly without affecting the design I've already developed. I started with some slim, lanky legs that mirror the rest of her sleek and sharp design, followed by a variation in rugged boots to reflect the rundown environment of the bar. The next two constitute a more beastly design that would likely freak out customers, as their plates rattle on the table from every step she takes in near proximity. Following this is the variation with tentacles, showing that she slithers around in a surreptitious manner, leaving a trail of ooze behind, and using her tentacles to carry separate dishes. Finally, I designed a version with much longer legs adorned with sleek leather boots that enhance the scantily-clad design I am pursuing, also pushing the idea of her alternative tastes.
While I haven't made a decision on the anatomy, I decided to work on values anyway, the original design showed up rather monotonous in grayscale which was an immediate fix after darkening the skin, followed by some more iterations.
For some, I designed her to have dark skin and light clothing for a mix of high and low key values, along with the inverse. Whereas, I attempted elements of two-toned design in her skin for some which mimics the real-life conditions such as vitiligo. I can certainly explore these ideas more given the potential of alien markings and patterns. What I do know is that I adore the black stockings as they push the mature vibe of the establishment and overall concept.
Dev Log Evaluation:
I've experimented with the anatomy but I still don't find myself satisfied with it; I believe I'll have to continue the iteration on this area, especially by warping the proportions as what I see at the moment is a normal human's body with weird legs. To make her feel properly alien, all elements will need to be worked on.
I'm glad I started on values and though they don't feel very effective at the moment, I've certainly gained value from them such as enjoying the black stockings/uniform, and realising the potential or two or more toned skin.
I believe my goal will to be messing with the proportions until I find something I enjoy, and then finalise the value iterations with the version I enjoy most, followed by testing colours and then iterating on smaller parts. Finally, I can then make my orthographic turnaround and material callout sheet.
Also shoutout to this centipede looking freak, I couldn't find anywhere else to fit this.
For my final session of feedback, we went over any possible logistics and final ideas for my character as the groundwork has been laid down. Ideas and advice include:
Perhaps make the hair shorter to increase the punk vibe, shorter hair feels more rebellious. She could also have stretch piercings.
Maybe she's forced to wear the uniform at her job, but she makes it her own through accessories so she's still able to show her personality.
The big legs with digitigrade anatomy is fun, but make sure it makes sense and her posture and balance matches it. Perhaps expand the arms and hands to match the thickness of the legs which are slightly out of place due to size.
For the anatomy, expand her midsection and volumes to communicate that she still has organs. Create a more detailed sketch to visualise the concept and assist with the sculpt next block.
Aim for hue shifts, slightly more saturation despite the bleak atmosphere. The accent of brightness can be in the bioluminescent tattoo.
Potentially add floating jewellry like waistbands and necklaces orbiting her.
From here, my plan was to finish up any iterations still necessary for the process. This includes colour, clothing, and hair. Once this is done, I can make the linear orthographic view and material callout sheet.
I experimented with the clothing and traditional waitress uniform by adjusting its level of exposure and therefore maturity, its materials, the accessories and brightness. Overall I landed on the 2nd to last for its more sci-fi vibe achieved with the latex materials and more modern take on the traditional uniform.
I tried out a bunch of hairstyles ranging from long and feminine, to punky and rebellious. Ultimately, we had settled on the bottom middle iteration for its large tuft and shaved side which is reminiscent of cyberpunk concepts already. Although, the shaved area doesn't make much sense as she doesn't have hair follicles.. this is subject to change.
Kras and I worked on making the skin texture more interesting instead of a vague, smooth surface. He demonstrated with a quick render reminiscent of toadskin with dithering reflectivity and roughness, abundant with bumps and grooves, which I compiled references for in a mood board.
The final stage of iteration was the colour, but I didn't go into much detail as the hue shifts in the slightly luminescent skin was already decided, other hue shifts would be excessive. I also kept the complementary colour scheme and simply shifted the hues in Photoshop. While I do like the pink and green, and red and teal combos, I still prefer the original.
Sketches of the anatomy and material callout sheet in orthographic.
After final changes made with feedback detailed in the block 4 blog, I had my final design! I feel as though this block was super fun, getting 7 weeks to experiment and fully develop our characters left me with plenty of time to have fun and make silly stuff in the early stages. Despite this, I still got everything design-based complete which has set me up well for block 4 as I'll jump straight into practical work.
Bibliography:
Alien Sculpts: Aris Kolokontes art.
Amanda Westergren (2025) EY-E9 - Star Wars Outlaws: Wildcard. Available at: https://www.artstation.com/artwork/6LeZEW, accessed March 2026.