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Design Process

FleurN21 edited this page Aug 30, 2021 · 2 revisions

First Iteration:

This design was the first elf design developed, the eye shape and hair, were largely inspired by this image:

However, after showing the image to several other designers, their first impression was that the elf was “cute” (which is not a desirable trait for a villain). Further questioning revealed that they thought the short, stout body and large eyes were primarily to blame.

Second iteration

Keeping this feedback in mind, in my next iteration, I created a taller villain with smaller eyes (1 bit).

I drew inspiration from this image, to create the side position and the way that he held the bow and arrow.

This design was better received, however, after a meeting with other members of the design committee, we agreed that all characters and objects should have a black outline.

Third Iteration

Initially, I struggled to create a 32-bit character with a black outline. The black outline looked heavy and the curves looked very jagged.

Fourth Iteration

I did not mind the black outlines around the body of my character in the third iteration (I didn’t think that they were too heavy), but I disliked the outlines on his face and around his hood.

I decided not to include any black outlines on his face (only on the outline of his body). I also decided that the hood should be thicker and darker so that the black outline was less obvious. This lead me to create this sprite.

I gained feedback from other design students, and one pointed out that dark elves were commonly purple. They recommended that I look at the elf characters from the tv show Dragon prince.

Rayla

Aaravos:

Moon shadow elf:

I loved the design for the Aaravos and decided to modify my design so that my character was purple.

Fifth Iteration:

I liked this design and the purple skin for my character. I decided to use this design and create left, right, and back-facing sprites.

Sixth Iteration

I believed that his brown clothing did not match his skin tone, so I decided to change them so that they were dark purple.

I also shortened the cloak, as one of my testers did not know what it was at first. They referred to it as a “strange shadow.”

We had a design committee meeting, it was decided that we would use 64-bit sprites, rather than 32 which I had been using. Whilst I agreed with the design choice and believed it would be far more suitable to draw curved objects like axes, this meant that I had to considerably re-work my designs.

64-bit designs are considerably larger than 32 bit and allow for far more detail.

I had really loved the design for Aaravos from Dragon Prince, so I decided to research him in greater depth to drawing inspiration from different clothes and positions that he had used.

I wanted to include the white tattoos that he has under his eyes, but even with the more detailed 64-bit image, they looked too large and heavy and it was unclear what they were.

I had also wanted to include pointed ears, which are a part of elvish folklore, however, I felt that the ears did not look natural, they seemed to stick out from the side of his head. A tester stated that they “didn’t look quite right.”

I decided to include white hair, similar to Aaravos’.

I also used the same bow position, colouring, clothing, and eye colour from my 7th iteration.

Seventh Iteration

I really liked this design and decided to use it for the game. I also created left, right, and back-facing sprites based on this design.

Table of Contents

Home

Design Document

Design Document

Design Document

Game Engine

Getting Started

Entities and Components

Item Drops from Entities

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Map Generation

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

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