Game Development 2 - Part Three
This post was originally published on February 12th, 2020
I donāt think character design is a particular strong point of mine, so I really wanted to take the time to assemble something I would be really proud to sculpt. When we initially began, most of the focus was on anatomy of the character - so we began looking up research and references of faces that we would want to reference.
I began looking at references of girls that were a bit younger. With the thematic of my project, I think this is an important aspect that needs to be communicated to the player - both through anatomy and through style. I collected some imagery of woman that had veryĀ āyoungā features like large eyes - such as Mars Argo and Frances Bean Cobain - as I thought they communicated this idea really well in their anatomy. Despite being 32, you would probably guess from her facial proportions that sheās in her early twenties.
I think that she has a really interesting face that would be nice to play around with - but at the same time, I wouldnāt want my model to fall intro the trap of feeling too animated against realism - so Iām really going to have to play to find a nice medium.
Another thing that is notable about her face is the way she sometimes applies her makeup - sometimes applying things like white to her waterlines to make her eyes appear larger. This got me thinking about the way that I will need to apply makeup to the model. While sculpting will be really important, makeup can really offset facial features, so Iām going to need to really pre-plan the way I do this long with the rest of the characters outfit.
So because of this, I began looking at different makeup looks and styles to try and compliment the themes I want to show in my game.
When I began thinking about the way I wanted to show the makeup and the outfit of the character, I knew I wanted to do something stylized and dated. The idea with the game will more be a retrospective on idolization of the past and times shifting, so I wanted the way the character looks to represent this. I began looking at makeup that felt very graphic and fun, but dated. Things that are very iconic and recognizable - I began looking at face makeup from the 60ā²s and 70ā²s.
In terms of the design of the makeup, I wanted it to feel like a nice medium between the past and the present. As someone who does their own makeup daily, I designed a few looks I wanted to try and then tested them out on myself. I thought that it would probably translate better onto a 3D model to practice the designs in 3D rather than in 2D so I had a better understanding of shape and what the makeup was doing to my features.
I think I liked the first look the most as it was really graphic and fun. Interestingly, the way that the eye-shadow is blocked in and the eyeliner is shaped basically creates a new lid, which creates a very large and unnatural looking eye. I thought that this would be really fun to play with. I like the softer looks as well, but I felt the more graphic look was more impactful - but most importantly, it feel the most obvious. In the other makeup looks, I was changing my anatomy with more subtly - redrawing my crease, blending and giving the look an overall more natural feel. With the graphic look it becomes heavy and unnatural, which makes the makeup easier to read in terms of knowing that is real and what isnāt when you come closer to it. Ultimately, Iāll just have to see how this translates when it comes to the final model.
At the same time, I also began looking at some of the fashion styles I wanted to replicate. I think with the ideas I had in the basis of my story - being set in California and kind of having a surf vibe to it - I thought it would be most appropriate look at a time period when this kind of culture was iconic - so I began looking for inspiration from specifically the 70ā²s and the 90ā²s - which are both iconic and unique in two separate ways.
I began looking at all kinds of things - t-shirts, bombers, shorts, skirts, patterns, rollerblades - everything I could to bring together the kind of style I wanted so that I could reference these for a board of sketches. Once I collected a good level of inspiration I really wanted to just begin sketches.
I often find when Iām doing these initial sketches I get really frustrated at the way I draw versus what I would like to accomplish. When I first began work trying to create a template for the fashion I found I was getting really frustrated, so I looked into some of the concept work in some of the video game art books I already have for inspiration.
A lot of them began with using silhouettes and colourless sketches to create a baseline aura for the character. Using these as a reference helped me create ideas on paper that were similar to what I wanted to accomplish from a character sheet and helped me feel more confident. It was really good to see how these ideas were started in industry and helps me get to a point where I wasnāt frustrated with every detail.
As I kept practicing, I finally got to a place where I created a template that I was happy to work from that didnāt feel too stiff or rigidly referenced while maintaining the seven-and-a-half-head anatomy that I needed. It helped me feel a lot more confident in the work and allowed me to create a wider range of designs and really experiment with different looks.Ā
I wanted to work with a range of different styles and fits to the clothing, including in some ways that I wouldnāt consider wearing clothing. I think one thing thatās really important when considering clothing female characters is the fit of the clothes, and how you want clothes to wear and rest to meet an aesthetic. Luckily, as a woman (and an avid fan of RuPaulās Drag Race!), Iāve had more than enough experience in this. When I did my character sketches, I really wanted to break down the look and feeling - so I went into annotation of what I was trying to accomplish with each look; why are some aspects oversized, why I specifically specify a menās fit, why I used certain fabrics and what cultural aspects they come back to.
I felt very inspired by some of the reference imagery of the cultures of California, so I didnāt limit it to cute-skirt-and-a-totally-rad-top-I-found-on-depop. I also began looking at things like Chicana culture and other forms of fashion and expression used by minorities in California (as at this point, my character didnāt particularly have a set ethnicity or style).Ā
Because a lot of the fashion was very graphic back then as well, I also coincided some of my designs with some graphic designs as well that I would hopefully be able to use. I referenced a lot of graphic designs, fonts, quotes and lyrics that I felt appropriate for the designs I wanted to produce:
These decals were intended to be able to be used in a few different areas if I wanted to - on shirts, as patches for jackets or for jeans and skirts too.
Some of these designs were intended to be for either a front patch or a shirt design, other were things like back patches for jackets and other. I also created some designs and quotes that ran off of the backs of each other, so that I could use multiple patches with the same theme in one outfit (āsome things just change in a dayā /Ā āor even in an hourā).
I referenced a lot of Californian and surf culture inspired typography. I used typefaces from different cultures as a means of getting in that āmelting potā Americana aspect that I discussed in one of my previous posts - if I donāt end up using it, Iāll definitely use it somewhere - like on environmental signage. I do really like the way it looks up against things like the surfboard so itās definitely something to keep in mind.
In the end, I created a big large board of designs that I was considering - each with annotation and explanations to the style, fit and design choices.
I then took some of my favourites and went into more detail - did a back and a front and really tried to develop my idea and sow what I was really trying to do with the fabrics and break everything down. I was inspired by some of the concepting done in the second Alice game, where they did very specific breakdowns of everything that was relevant to the design process and referenced everything. I also think by having boards in this style, Iāll be able to communicate my design work a lot more clearly and effectively and hopefully it will look a lot cleaner in a portfolio.
I then made a final render of the front and back of my design just for the clarity of having a definitive design.
To help me get the project on itās feet, Danny scanned my face so that I can work from it as a base in ZBrush. Iām really excited to be able to work with the data and manipulate it. Iām not sure how itās going to go, but Iām just going to fire through it and hopefully itāll be an easy process.
Although, I have struggled with learning ZBrush - but I really want to push myself this time to create something I can be a lot more proud of.











