Skip to content

Main Character Design

ameliarow edited this page Aug 29, 2021 · 33 revisions

Overview

This is the final agreed design outcome for the Main Character Design as of Sprint 1. The following details below describe the design process and illustrate iteration cycles taken to create and improve the design of the player character.

Designer: Amelia Rowhani

Character_FrontView_collab

Final Character Design for Sprint 1

sprint1_finaldesign'

Design Process Summary

Below is a concise documentation of the entire design process for this character. See below for Sprint 1 details.

Sprint1_Character_ProgressSummary

Figure 1: Character Design Process Summary

Sprint 1

Inspiration and Research


Research was conducted to gain inspiration into potential player designs based upon the theme of Norse mythology as well as to determine an appropriate helmet, clothing and beard style.

Refer to the following document for Inspiration and Research: Character Design Inspiration and Research


See Character Design Inspiration for more preliminary team examples.

Initial Sketches and Designs


Initially I sketched several potential character designs, focussing on the beard and helmet style in order to identify the design theme that best suited the intended game purpose and overall art style. Inspiration derived from research was incorporated into the sketches and preliminary digital designs.



Figure 2: Initial Character Design Sketches



Figure 3: Initial Helmet Design Sketches

An initial set of preliminary 32 x 32 pixel designs were created on Adobe Photoshop to explore potential character aspects that could be incorporated into the final design. This included the design of a Viking helmet and several diverse beard and headgear styles. After initial discussion with designers and users, it was evaluated that the design direction should better suit a more detailed, pixel art theme. Therefore, through further iterations, I progressively enhanced colour and shading and applied a black outline to the character, which was found to create greater depth in the design and better suit the well-known 2D pixel art game theme.

Sprint1_Character_Prelim (1)

Sprint1_Character_Prelim (2)

Figure 4: Preliminary Character Designs

Following this, a more improved overall character style was created, with a more proportional and balanced body shape and helmet design. This was done by designing 64 x 64 pixel characters and better integrating the black outline and pixel art theme. I experimented with various helmet colours and shapes, including long/short horns and ivory metal/gold metal colour choices as well as short/long legs. This allowed for a greater range of potential design styles to be further explored and led to a more refined initial character.

Sprint1_Character_Initial

Sprint1_Character_InitialLongLeg
Figure 5: Initial Character Designs

Improved Character Designs


From initial designs, I was able to better integrate the theme of Norse mythology and the pixel art style into the design of the character. From discussions with other designers, I decided to further refine and improve on the previous iteration of the character. Therefore, I was able to design a more realistic face that better resembled that of a Norse warrior. A longer and more defined beard style and a better shaped helmet design was produced, with shading and outlining allowing for a more realistic, dimensional look and feel. By adding more detail to the character's clothing and incorporating the clothing style inspirations gathered through research, I was able to design more realistic steel armour, a sash, animal fur clothing and boots. This led to a more defined and completed character style and design.


Sprint1_Character_refined

Figure 6: Improved Character Design


Refined Design


Upon further user evaluation, a refined design was created to better incorporate feedback from other designers and better suit the game style. It was determined that a shorter character would complement well with the game and therefore I decided to refine the previous iteration to create a shorter body for the character. I also refined the arm and hand positioning to suit the new body shape and further improved on the design of the helmet, making the horns shorter to appear more realistic. I also refined the character's clothing and incorporated long sleeves and more defined boots to allow for a more cohesive and balanced design overall.

Character_FrontView_collab
Figure 7: Refined Character Design

Directional Designs


From the final refined character design, I was able to design four-way directional frames, to form the basis for sprite animations. This included the design of the right, left, front and back idle profiles, as follows.

RightWalking_collabLeftWalking_VIEW Character_BackVIEW Character_FrontView_collab


From this, character frames and animations were created. I started by initially designing the left and right sideways walking animation sprites, as illustrated below. See Main Character Animation Frames for more details.

LeftWalking RightWalking

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

Clone this wiki locally