Monday 30 November 2015

Team Twist - Weapon design

Weapon design is always fun, especially when our characters are quite unique. My job this time was to design weapons for Gravedigger and Deep Sea Diver. Although both characters are quite different from each other (one being melee and one being a caster) I followed the exact same process while designing weapons for them.


Above I have produced quite a lot of silhouettes for the Deep Sea Diver weapon. Our initial idea was to have him wielding an anchor, but I really wanted to explore different concepts so I came up with various hammers, maces, scythes and even a steering wheel.


As far as the Gravedigger weapon go, from the start we knew exactly what we wanted to have. A simple shovel. Of course I wanted to go overboard and I came up with a shovel that is magically infused. I have used a green tone because it really fits with our character, that is able to summon minions and use blood magic.


Here's the final design that we chose for our Deep Sea Diver weapon. I have imagined his anchor as a rotting piece of extremely heavy metal. I have used few pictures of rotting fish which really fitted with the design. I have also produced a second version which is wrapped in chains.
Overall I consider this task to be really joyful. I always liked designing weapons and I think this process is definitely rewarding.

Team Twist - Neptune design

With the Neptune design we didn't really know what we wanted to have, so at the beginning we have explored various designs and approaches.
Below I have produced some silhouettes that later would be used as a starting point for our Neptune design. As far as the reference I have looked at various mythological paintings, pictures and character description and also at multiple movies such as Pirates of Caribbean.

As you can see we have explored quite a lot of different designs. I have painted both humanoid characters as well as insects and more generic fantasy creatures.
Once this stage was finished we have chosen no. 3. From this point on I have started producing various sketches based on the silhouette.

Based on the silhouette above I have produced various sketches for the Neptune character. I really enjoyed this process, because I had a lot of freedom and I was able to explore many different styles and concepts. During this phase I imagined Neptune as a rotting, chubby looking character with tendency to sit in one place, or even being chained to the wall. He  was supposed to be big, grumpy and have a strong appearance. Although I found number 8 really appealing to me, my team decided that we want to go with number 5.

In this stage I have started to explore different heads for the Neptune. I have extensively looked at the reference that I have mentioned previously. This was fun process and I really tried to make all the faces different from each other.


And here's the final illustration. I have used quite a lot of different colors on the character, and I think it worked quite well. Although he does not look quite as angry as I'd imagine him he still looks appealing. I have intentionally left out painting lower body, due to the fact that this won't be visible in game. Neptune will be half way in the water so I saw no point in painting legs. I really enjoyed working on this piece.
Neptune definitely looks unique and although he does not resemble the mythological picture of him, I still think he will fit well with our game idea.

Thursday 26 November 2015

Team Twist - Tavern Design

As a part of our hub location we have decided that we want to have some sort of tavern that will be used as a means to regenerate health or buy potions. As far as the design go, we knew from the beginning what we wanted to do. The ground floor was something that we really explored in depth.


At the beginning we wanted for a player to be able to enter the tavern, but as the time went on we decided that player will not be able to enter the tavern. I think this approach will save us quite a lot of time and maybe in future, when we finish all the fundamental bits then we might come back to it and expand on it. For now we wanted to use the windows on the ground floor as a way of communicating with the maid inside.
Overall I think this tavern turned out great and it will blend well with other buildings.

Team Twist - Blacksmith station

I have been asked to produce a painting that would represent blacksmith station. I really enjoyed working on this project and I have produced various paintings that looked quite different from each other. That way I think I have produced enough for the team to chose from.

This painting was the first one I have done for this assignment. I really wanted to capture the old, abandoned look and I think I have done it quite successfully. While receiving feedback I have been told that this painting looked a bit too medieval and I should maybe explore more ideas.


While this painting is quite similar to the one above I have tried a different approach with the house design. This one is much more sharp on the edges and fits a lot better with the Victorian era.


This is a design that we decided to go with. I really like this painting and I think I have capture Victorian feel quite well. The pointy roof bits is something that I have been encountering quite a lot while looking through various references. Also, the whole design is a lot more clean and I think it will work well within the game.