Character & Prop design

Similar to the earlier 3D post, I present you some more Game Art tasks we’ve done so far.

  • Character Design
  • Prop Design
  • Grayscale Studies

This character design was more of an inbetween task. There had been a small misunderstanding between two of our teachers. The original task was to design a horror character, which could later be used for our 3D modelling class, but this is something we’ve already done the previous year. So instead, our Game Art teacher opened a random generator and the result we got was to draw “an old, bold man in prison who has several regrets” (something along those lines).

We each started out with several small sketches until we decided on which one to continue. Although there were some other designs I quite enjoyed, I eventually decided  to work on this one. We needed to draw out the 3/4 view (in flat colors) as well as side & front view. I realize the character sheet isn’t really drawn in the proper method (hands in front of his body block part of the view), which is a honest mistake on my part, but I won’t be using this character for our 3D class, so in this case it’s fine. Even if I did, the body and colors aren’t really that complicated, so free-styling a bit wouldn’t have been much of a problem either. It’s definitely not suggested if you go for more ‘unnatural’ proportions or fantasy creatures etc though.

The prop design speaks for itself: Design several props (4) that fit into your setting*.

*In the beginning of the year each of us chose a certain setting to work with. Mine was (not going into details) a sort of old age, fantasy type setting. I definitely enjoyed this task. I usually draw humans / characters, so doing something else for a change can be quite relieving and refreshing in its own way. My first idea was to draw some weapons, but it was suggested to try make more ‘normal, daily use’ objects, instead of immediately jumping to stereotypical things everyone draws. These are the 4 designs I eventually came up with.  (The task was to work in grayscale + one of them colored).

Neckklace, Potion/Herb shop Closet, Chair, Grave


To finish this post, here are some small grayscale studies. These were mostly made to let us pay attention to different lightning, shadows, contrasts, lines etc… of immediately jumping into color.


3D visua

Main 2D to 3D visualisation tasks we’ve done so far (during this schoolyear).

  • (End)boss-type creature.
  • Head
  • 3D map*

Let’s start with the first one. To briefly explain the task: Design and model an endboss for a game (or basically a sort of boss-type creature) but without the use of any ‘human’-type elements (human figure).

I liked the theme of the task, however the model itself didn’t come out exactly as I had in mind. Mainly because there were several elements I wasn’t 100% sure of how to do them & because I tried to keep the polygon count to a minimum. My design consisted of a bird-like monster with two heads, body made of bones & black wings. The bones were so-so, if I were to do each of them with full detail, the polygon count would’ve surely been a bit overboard. The main thing I had trouble with were the wings. I’ve searched for some tutorials but had trouble understanding/following them. Honestly, I think I would’ve managed if I researched a bit more, but due to lack of time I had to let it go and, for now, settle on something more simple. I did however learn some new things about the use of materials in Blender (eg. making certain polygons transparent) as well as the use of ligths & certain Render settings. Another aspect of this task was that we learned how to place bones in our models. With this we could give them all sorts of poses by moving around certain body parts, instead of completely replacing/move all polygons.


The second task in the list was to create a head. More specifically; our own head. The result of this one is one I am quite proud of, if I may say so myself. It certainly came with some dificulties (it’s our fist time making an actual high poly human head after all) but nonethelsess we’ve all learned some new things. Thankfully we had a clear step-by-step explanation/tutorial because on my own I certainly wouldn’t have been able to do it (or let’s say it would have looked a lot different, with a lot of mistakes and many silent curses). During this task I paid a lot of attention to line-flow and its importance to create a clean, proper model, as well as to make sure the head actually somewhat resembles me. The 3D models do not have hair though, so just in case: I’m not bald, I do have long hair.


Finally, the last task in this list; 3D map. For this one we had to create a level/3D map. However, we could only use one 1024 x 1024 px, uv-map image for all colors/textures. The reason for learning this is because every image you use inside of a game takes space & time to load. The more you can minimize it, the ‘better’. This certainly isn’t easy if you have a lot of different objects, or in my case; need some sort of skybox/background image as it’s an open space, not a closed of room.

The biggest problem I had with this task was probably simple, plain old lack of time. Several other tasks and some miscommunication about the deadline for our class didn’t help either. The theme itself was enjoyable though, much like the endboss one. Before I forget; this map also needed to have some sort of main path from point A → B, as well as a ‘shortcut’. For me the main path (see images below) was walking over the bridges, while the shorcut was the path created by the lower tree branches. Unlike with the head, I hadn’t really been paying that much attention to line flow here, because my mind was mostly focused to the uv-map. I also apologize for the bad lightning in the 3D render images. Aside from that, a little nice trick I learned (courtesy of a classmate) was where to add a black-white image for mapping. This causes textures to look more 3D-ish without actually modeling them (eg, the straw on the houses looks more realistic, while it’s actually just one, flat plane).



Ah also, for those interested: I’ve decided to try out making a webcomic. So far there’s not that much to see really, but feel free to take a look;

I usually update on Mondays (as long as I have pages). The first chapter is done and being uploaded 2 pages / week. After that I’ll need some time to continue working on the next chapter, but I can’t make any big promises about fast updates, as my schoolwork takes priority.

“In a world divided by ‘Angels’ and humans follow Owen, a young ability user, and his group of friends whilst they search for a powerful Angel named ‘Céline’. Easier said than done, as they also have to fight against strange creatures that appear out of the blue and discover the secrets hidden in their world.”


GameArt: Material Study


Time to put some life on this blog again. For those interested, I’m mostly active on my DeviantArt, hence the lack of posts here.   You can also find links to some other social media websites I use in the “About me” tab! 🙂

One of the tasks for Game Art we received this year is the famous “Materials study”. A basic yet, in my opinion, very fun digital drawing practise. Some of these (the jello one actually) were a bit of a challenge but nonetheless I feel quite proud of the results. I usually very rarely use references when drawing, so I admit I went a bit free-style on some of these instead of closely observing the real thing.  For the jello one I had to look up a small tutorial, because it just wouldn’t work out the way I wanted it to. The ‘Old window’ one looks a bit more like a metal ball instead of glass, but I blame that on the reference picture I used (which did indeed have that quite dark, blurry look). The skin & moss ones are probably my favourites out of the set. As much as I enjoy digital art, I mostly do traditional artworks so it might be interesting to someday try doing these in watercolours if I find some time. 🙂