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Outfits

The outfits I designed were for Michael's character Vivian. After watching Project Runway, the main idea I learned from watching the designers create their outfits was to emphasize the modifications that made their models differ from the average person. While Vivian doesn't have wings on her chest or a ruffled neck, her height makes her stand out...literally. She's 8 feet tall, and I really wanted each of her outfits to emphasize her height in different scenarios. Number 1 is a full body leather jacket. The jacket is meant to emphasize her height more than her figure while the other two outfits are meant to incorporate her figure. While I imagine the jacket to fit somewhat tight around her body, the front slit and short sleeves prevent it from being too restrictive, allowing her to wear it in combat. There is also a seam running down the back part of the jacket which is meant to indicate where her spine is. The color of the jacket is a dark red to emphasize anger
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Character and Audio Design

Model I modeled this character (or characters) after a stain I found on a floor. It's a little hard to see the exact outline of the stains, but you can get a general idea of what they look like. Characters My two characters are little rocks, and I sketched them in movement. The player controls both characters simultaneously; they move by hopping over each other, basically playing a game of leap frog. Audio For a direct sound, I imagined that every time one of the rocks would jump, they would also make a sound. In order to create this effect, I need to combine two different sounds; one jumping sound and one sound coming from the rocks. To do this, I would use these effects Jump -  https://www.youtube.com/watch?v=0brnh65myJU  (the first one) Sound Rock Makes - https://drive.google.com/open?id=1xMURY0sts8-GSv9P8iFVyRvaKYwVHBRX Since these characters seem rather innocent and happy, I want the environment they are in to mirror that.

Stereotypes

My Character Profiles Front and Side View Action View  Following Stereotypes I feel like it's hard to compare my character to other characters as it relates to stereotypes. It's not human so it doesn't have a race, and it isn't the same "species" as any other characters I know. That being said, I believe it resembles a certain type of character, ones that are generally small, cute, and don't talk. Examples of this could be Rocket from my first blog (who I used as inspiration for my character), PacMan, or QBert. I think of the Fire Boy as more masculine, mainly because I call him Fire Boy, but he doesn't necessarily have a gender. His color scheme doesn't exactly contain certain colors that relate to one specific gender over another. In his passive form, he seems more feminine with curvy lines, but as he becomes angry, his body looks more jagged and masculine. This may be why I determined him to be a boy, the player may decide for th

Scale

Character My character, the flaming boy, is scaled to fit more of a cartoon style. The height of the character's body will be 1 1/2 - 2 heads high. Since the game will be side-scrolling there won't be an issue with the camera obscuring the body because of the larger head. When the character is calm, the body and head are relatively curvy to connote a more calm and peaceful character. However when he becomes angry, the body becomes longer and more straight, and the head becomes larger and more mimics the way a cartoon fire looks, personifying the character's anger.  Environment The character lies in harmony with his environment, at least when it comes to shapes. As the environment is victorian, there are many elaborate shapes, many of them curvy and spiral-shaped. The biggest area where the environment and character differ is the color scheme, with the environment being much darker than the character. There's also a fair amount of dissonance between the envi

Color Palettes

Character My character is bold, curious, kind, and adventurous. I believe a color scheme of warm colors fits best with this kind of personality to make the player feel comforted and happy to play as this character. I used a website to create my own color palette. Red: Strong feelings of love and warmth (and anger when the character gets mad). Orange: Joy and enthusiasm as this character explores a new world. Yellow: To emphasize the happiness and joy the character feels. White: Purity, sincerity, good. This character is very trustworthy and noble. Environment In a stark contrast to my character, the world doesn't feel so warm and welcoming. Instead, it's filled with darker colors to make the player feel more uneasy, like something bad could happen at any second...and it just might. In this environment, my character acts as the only true light in a world of darkness. Red: This red is darker than the character's red to bring out a feeli

High Concept

[…] is a youthful and playful, but powerful character. He’s relatively thin and medium/tall height and has many boyish qualities about him. He’s a lone wanderer, but not by choice, and is still learning the extent of what he can do. He doesn’t speak, but his facial expressions connote his feelings. When angry, he becomes more violent and his appearance changes from cute to terrifying. The points that I looked at were children, fire’s nature, mythology, furniture, creatures, and culture, and I looked most into furniture and fire’s nature. With children I focused on their eyes rather than their whole head or body.   Children Fire Mythology Despite the fact that this creature looks pretty freaky, it’s actually a representation of an o’uni, a Japanese witch that lives in the mountains; however she’s only friendly towards you if you are friendly towards her. She may come to your lodgings at night, and if y

The Dimensions of Arthur Morgan

Respect In order for a player to truly respect the character they're playing as, it must be developed in three different ways: physically, sociologically, and psychologically. A character's physical aspect should mirror their role in the game. Playing as a stocky young boy in a Call of Duty game would be pretty unconvincing. The sociological aspect reflects both a character's background and the environment they currently reside in, and how it affects them, as it helps one to understand their motives and how these outside forces impact their means to achieve them. Finally, the player should have a good understanding of what's going on inside their character's mind. If they witnessed a murder would the character feel sickened or cold-hearted towards what they just saw? This depends on who they are and how they think. Arthur Morgan A cowboy in the 1800s and main character in Red Dead Redemption 2, Arthur Morgan is tied to a ragtag gang compiled of men, wo