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Unreleased ARPG - Character Development Part 1

While fulfilling my duties as Director of Art for Bigpoint I had the opportunity to pitch in on the visual development for a mobile Action RPG we were developing.

This covers the first half of exploration that got us to the threshold of finding our look. I've left out lots of in-between steps in favor of presenting development more cleanly.

Part two will cover the development of our specific cast of characters.

I had a ton of fun on this project.

Super-early orc rough based on a low-poly base model

Super-early orc rough based on a low-poly base model

Using the orc to find a human.  Heavily referenced WoW armor to quickly test noise on these proportions.

Using the orc to find a human. Heavily referenced WoW armor to quickly test noise on these proportions.

Fun slime studies based on the pill-shaped heads from the orc and human.

Fun slime studies based on the pill-shaped heads from the orc and human.

Dramatically moved away from previous look. Tried to find a head-to-body ratio that felt interesting.

Dramatically moved away from previous look. Tried to find a head-to-body ratio that felt interesting.

Simple colors applied to orc to quickly test head sizes.

Simple colors applied to orc to quickly test head sizes.

Considered confining all characters to a general box to simplify movement constraints. Main issue: Communicating  diverse body types in a tight constraint.

Considered confining all characters to a general box to simplify movement constraints. Main issue: Communicating diverse body types in a tight constraint.

I shifted to ignoring the box for a moment and trying to find a pleasing generic body type. This show the separate layers in a PSD that would normally be stacked on top of each other.  This is a way I sometimes slowly mold a base character.

I shifted to ignoring the box for a moment and trying to find a pleasing generic body type. This show the separate layers in a PSD that would normally be stacked on top of each other. This is a way I sometimes slowly mold a base character.

This explored a more unified body type and I attempted to communicate three different fantasy races in the same body type.

This explored a more unified body type and I attempted to communicate three different fantasy races in the same body type.

Continuation of a character creation system if all players were humans. Just one body type for male and one for female sharing a rig due to constraints.

Continuation of a character creation system if all players were humans. Just one body type for male and one for female sharing a rig due to constraints.

A Return to things we liked from before. Heavily referenced WoW armor to speed ideation as armor design wasn't the point of this particular exercise. This was the last step before we locked down our general direction.

A Return to things we liked from before. Heavily referenced WoW armor to speed ideation as armor design wasn't the point of this particular exercise. This was the last step before we locked down our general direction.