Real Worlds - Key Art and Character Design Sheets
Real Worlds - Key Art and Character Design Sheets
Character Design Sheets
Leading on from the feedback I received from Mantic Games, I began by redesigning the Character sheets, making little tweaks to the designs overall.
Starting with the Forge Fathers, using the original design as reference, I started drawing the front and back views, making the dwarf shorter, wider and overall stronger looking with a focus to the bulky armour. I wanted to add some variation in there to this boss enemy, so I thought it would be a good idea to make it so the appearance of the Spark Master can differ per playthrough, with different facial hair, hair colour and accessories, just little things to add some variety.
I then made the back view, which I focused on matching the aesthetic of the front view. For this, I just added the details similar to the front and added a rim around the back of the head for protection. I also took the hammer from before and made the handle wider. Overall I think I covered all pieces of feedback, so this is the final design.
For the Matsudan, I focused on the 60/40 ratio between the body and the legs. I also made the legs shorter overall, the waist lower, and made the torso a lot rounder. I moved the hat more forward to obscure more of the face, and moved the head back. I think this covers all bases for feedback so I am pretty happy with this for the final design. Other things include a version without accessories and the accessories separated, which I did since within the game armour would be on a piece-by-piece basis.
With the character sheets done, I moved onto completing my key art.
Key Art:
For the key art, I wanted to create a duality between the two, to create a sense of opposition between them without actually having both of them in the same composition. I chose to do this through two different avenues: the first being 3 point perspective (one being worms eye view and the other being birds eye view) as well as backgrounds.
For the Forge Father, to create the sense of intimidation I wanted, I chose to do this from worms eye view. To show off the lightning more, I also chose to create a less focused background to bring more emphasis to the character.
I opted for a non-lined, more painterly style for this art. I wanted to use shading to bring more life to the armour and the colder aesthetic I opted for with this character.
Overall I would say it was quite successful. I am really happy with the proportions, but wish I focused more on the perspective, maybe making it even more zoomed out. This perspective will suffice though, so there is no tweaks needed.
For the Matsudan, I did a birds eye view perspective for the drawing to focus on the hat. It also obscures the characters face which is a big piece of the characters lore and backstory, about being disgraced and hiding his face. I also think it works really well with the characters proportions as it makes it easier to draw like this.
Not only did I use perspective to create a juxtaposition to the last drawing, I also used a different tone and colour palette. Whereas I used a dark, colder colour palette on the Forge Father art to suggest a more sinister character and motivations for that character, I did the opposite here, to suggest that this could possibly be a playable character and a protagonist of the game. On top of that, I feel like it just fits more with this character.
Overall, I am the happiest with this piece, since I think the combination of everything works really well and it juxtaposes really well against the Forge Fathers art.
Overall, I am really happy with part 1 of this project. With everything done character wise, I will start on part 2 next.
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