21/05/21
Final comparison post of all my final designs for this project- seeing them next to one another makes me more confidant in that I achieved my goal in showcasing the different styles and how they impact on character design in general.

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@rugamedevelopment
21/05/21
Final comparison post of all my final designs for this project- seeing them next to one another makes me more confidant in that I achieved my goal in showcasing the different styles and how they impact on character design in general.

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18/05/2021
The final render of the mc in the mild stylization; I like how this turned out despite it not resembling all of my notes well; the renders in my notes seem to be more refined or not refined at all however personally I think this strikes a good balance; I decided to remove the skull last minute as- this is planned to be a 16 game; and wearing an animal skull on your head doesn't particularly fit within PEGI 16 ratings.
14/05/2021
final design + final colour placement; all thats left now is to clean the sketch and add shading details- I'm really proud of this design as it doesn't look too masculine meaning it still shows part of the main characters' femininity.
Personally I also really like this design in general; I really like the silhouette and the hair detailing, the idea of a braided mullet had never occurred to me before this project and I'm really glad I thought about it!
13/05/2021
Final colour choices; chose these colours based on values, contrasting a dark value cloak with a light value top seemed like a good idea, thankfully with the execution it seems so as well. I am very happy with this palette; I really enjoy the green tones and the warmth of the colours in general.
13/05/2021
Initial sketches and drafts of the mild stylisation section of my project; While doing my ideation I came across a refence image of an animal skull, this inspired me to actually include a skull in her design. I'm rather happy and proud of her design as it stands currently.
I've started to begin the colour planning however I am finding it hard to place and select what colours to use, because of this I have decided to randomly generate colour palettes on coolors.co and use them as a springboard for my colour exploration.

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06/05/2021
Finished lines and coloring of the final design in the cartoon section of my project; I struggle to make nice and clean lineart so this was definitely a challenge for me- I'm not over the moon with the lines however they do look good. The final flat shaded version reads well and still looks like the main character so I am pleasantly pleased with the outcome of it. My favorite part is probably the outfit itself, I loved the mask in concept however in lining it and coloring the appeal started to fade- however I believe this is due to my own personal skill level rather than the actual mask itself.
06/05/2021
Colour alts and a simple anatomy guide; I made the anatomy guide for myself as each time I tried drawing the proportions I would inevitably mess them up- to avoid wasting more time than necessary I made this guide that I can now reference for the rest of the drawings; The colour alts here are on the rough sketch. This is different from the realistic one as grayscaling the cartoonish features would be extremely odd...
Also in my research I found most cartoon references were flat shaded or with no shading whatsoever ; because of this im following my research and continuing to finalize the design by cleanly lining it.
While making this design I had to use more references as the ones I collected in my research were not useful enough;
Overall right now I'm feeling really happy with this design; I think its probably my favorite out of the two made so far in my project.warrior designs had little to no patterning on them which actually helped me a great deal as I was struggling to think of where I was going to be putting said patterns.
Overall right now I'm feeling really happy with this design; I think its probably my favourite out of the two made so far in my project.
05/05/2021
Ideation of eyes; I think that exploring the different styles of eyes has definitely led me to some interesting discoveries; Originally I thought they'd have to be big an detailed however the simpler styles actually look much better- I didn't expect this at all.
Because of this discovery I am deciding to move forward with the middle draft/trial eye shape; to me this is the most polished and satisfying appearance of the eyes in this format. Before finalizing anything else though I will add a few more pose sketches of these eyes before I decide.
Same Date;
expressions and a very rough figure with the proposed eyes; I'm feeling quite happy with these eyes and how the suit the character and her personality.
05/05/2021
Ideation of eyes; I think that exploring the different styles of eyes has definitely led me to some interesting discoveries; Originally I thought they'd have to be big an detailed however the simpler styles actually look much better- I didn't expect this at all.
Because of this discovery I am deciding to move forward with the middle draft/trial eye shape; to me this is the most polished and satisfying appearance of the eyes in this format. Before finalizing anything else though I will add a few more pose sketches of these eyes before I decide.
04/05/2021
Testing and experiments with ratios (head to body ratio) I tested with the 3 primarily common ratios seen in cartoon styles- I really only tested this because I felt like I was missing certain elements from my ideation that made it; 'less-cartoony' . Personally I like the 1:1 ratio the most but since I know I'm not always right I decided to poll people on discord on which design they liked better- The server is large (132 members) but I didn't expect anywhere near that number of people to vote- I'm pleasantly surprised that 22 people voted in general. Because of this my personal opinion has swayed- The 2:1 body to head ratio is rather more appealing. Because of this I'll go forward with this ratio in my further colour, style and fashion experiments.

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03/05/2021 (9:06PM)
Ideations; Starting on the heavy stylized portion of the project I'm a little weary since there isn't as many guidelines; I tried to try several different styles before kind of settling on the harder lined one? But im still not quite sure on it so I think I'm going to experiment with the style but with different ratios again. Other than that I have discovered that the mc's main signifying trait is her tomboyish aspects, because of this the hanbok styles dont really resemble the character much anymore, because of this I went back to my mood boards and used the more masculine ideas to draw from going forward.
30/04/2021
Finished render; I'm extremely happy with how she turned out- the textures look good and I managed to fix the board as well! I'm thinking of moving onto my more cartoon-y style design; Below are color variations:
I'm super happy with the variations; and initially I thought blue and orange (third) would be the most fitting however- I actually prefer the red and blue alternate palette more! Because of this, I will be making the blue and red version the final version.
30/04/2021 (10:53 Am)
Current progress! I'm extremely proud and happy of how these textures are coming across more realistically than my first draft- I'm particularly happy with the dungaree-shorts the denim texture is very noticeable and makes me very happy!
However I am beginning to struggle with rendering the skateboard; especially the wheel- because of this I'm now using a reference of the same angle to help assist me with painting it! Reflecting back on my research- I notice that all my prop mock up poses all had reference, so I think this is probably a good option to use one to paint the board.
28/04/2021 - 29/04/2021
Adding more details; I began painting on the 28th however when I resumed work on the 29th I noticed the textures weren't as convincing as I had thought they were; because of this I looked at my references more and added tinier details such as stitching and seam lines; This greatly improved the textures a lot. I also focused on adding a more clear outline to the body as well and as such It actually made the figure look even more realistic which I am super happy about; recent progress shot below (10:50 AM)
27/04/2021
Fleshing out designs; creating the first pose and mapping colours; I roughly mapped out some colours however, I realized that painting in color wasn't going to be as effective as painting in grayscale planes, to get around this I decided to paint a mock headshot of the character and then adding color on top of the grayscale mock. This also really helped me solidify how I wanted to start my approach to making these paintings
This is my value map for the character; adding darks where I wanted more focus and Light touches in the extremity areas. I did this as I think it gives the character a more cohesive feel- this and it also accentuates the skater vibe of the character.

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23/04/2021 (10:03am)
Working on digital ideations/ fleshing out.
I felt like she was missing something, something that would make her a little more humanized really, so I decided to add something on her arms in which one idea led to another and slowly she's become a skateboarder. I feel like this suits her personality too and really gives her design a finished feel really. I'm still working on the graphic for her shirt; I decided to go with a 'knock-off' Atari which I have called 'Otori' simply because she is a video game enthusiast; especially with arcades and things. However I am struggling with the design as I have never made a decal or graphic like this before. I'm thinking of doing some more iterations or ideas for the decal too as the shirt designs (1+2) don't feel 'whole'. I hope that with a little research into retro logo designs that I can soon figure out how 'Otori' should look on her shirt.
22/04/2021
Ideations and rough traditional sketches. I began my character development with rough ideations so I could get a rough idea on where I want to take this design going forward; These are really rough and aren't very representative of my realism character concepts as a whole, but for rough ideas I think they look pretty good. While making them I realized I wanted a shorter haired character in which I can portray a more androgynous look despite her feminine frame. While making these roughs it helped me attain how I was going to portray her Korean features within this rougher, sketchier style for the more digital ideations to come soon. My next steps are virtually the same except I will be doing them digitally to allow myself a sense of greater freedom to use references onto the canvas and to express aspects of her personality more.
(same day ; 15:02pm) I was using my research into techwear not heavily enough, so i started using those inspirations more; leaning into more buckles and straps and shorter hair... Still keeping the 90's retro vintage vibe is hard as these two aesthetics greatly clash but I feel as if my work is starting to take a better shape as I keep hashing out designs.