Tuesday, 17 May 2011

Mask Design

After making the decision to have my character wearing a mask that covers the lower part of her face I started some research into some masks. I game that I knew had alot of masks on their characters was Mortal Kombat.




This picture nearly perfectly represented what I wanted to create. The mask is aggresive and intimidating and the blue colours in this picture is really something I want to recreate.



Another character from MK will a slightly different face mask, a lot of the masks in MK seem to cover the lower part of the face, these designs really helped me come up with my own mask.



I love the film Iron Man and when I first started thinking of mask designs, Iron Man
was the first thing to come to mind. The design of the whole Iron Man suit is amazing and has influenced a lot of my previous designs. The sharp angles around the jaw area are something I made sure I incorporated into my mask design. However I want my character to look as if she is still able to communicate with team-mates so ensures I had some sort of hole or gap around the mouth area.

My primary weapon design was influenced by steam-punk so I thought it would only be fitting to see find some steampunk mask designs. I stumbled across this interesting leather steampunk mask;


I really like the lines on this mask however it's covering the top part of the face.

Final Week

I have decided on my final character and drew a final piece in the poster style I was aiming for. My orthographic is yet to be completed.

My character has a slender, athletic frame and carries a medium sized water backpack inspired by the camelpack.

The primary weapon attaches to the bottom of the pack through a wide rubber tube, supported with bands of stainless steel on the outside. Aswell as supplying the primary weapon with ammonition the backpack is also used to carry the water bombs and water claymores. By putting the majority of ammo/weaponry on the back of my character it allows for alot more flexibility for my character making her quick and nimble.

She sports a headset on the top of her head to communicate with team-mates as she is a support character, aswell as a face mask that covers the bottom of her face. I think my final character meets the criteria I set out for myself at the start of this design log, I have spent a lot of time researching what my character needs to look like and hours fine tuning aspects of my characer, in particular the mask and pattern on the bikini top. I have designed an attractive yet suspicious and in someways quite mischevious looking character which I am very happy with.

Wednesday, 11 May 2011

Female Game Characters

After deciding that I wanted my final character to be female I did some research into female game characters to look at similarities, differences and trends. Here are some of my findings;

Lightening — Final Fantasy XIII
Morrigan — Dragon Age: Origins
Liara — Mass Effect 2
Sheva — Resident Evil 5
Faith — Mirror's Edge
Farah — Prince of Persia
Samus — Metroid: Other M
Tifa Lockhart — Final Fantasy VII

Miranda — Mass Effect 2


Lara Croft


Fang — Final Fantasy XIII

Sarah Kerrigan — Starcraft 2




All the characters have been designed to be attractive, characters such as Lara Croft are really iconic and admired by a lot of gamers despite her being taller than most males. I'm going to aim for my character to be slightly smaller in height than the male characters in the game and certainly slimmer and very athletic. 

Tuesday, 10 May 2011

Final Weeks

It has been a very productive couple of weeks for me and my character design. I have concentrated my ideas and have a clear vision of what I want to create. I have made a list of criteria which my character is going to be designed around;

  • Water based weaponry
  • Female
  • Light
  • Agile
  • Character and weilded weapons are distuinguishable even as a sillouhette
  • Blue colour scheme
  • 3 Weapons
  • FPS Based character

My thought process in deciding the type of character to create came upon when realising a lack of water based characters and weaponry in the majority of new FPS titles. I thought it'd be a nice idea to explore the possibility of perhaps implementing such a character to a game. I have stumbled across a lot of interesting and influential designs whilst I have been doing my research, in particular some cool steam punk waterguns;





These steampunk guns helped me get ideas and shapes for my final primary weapon. My primary weapon is essentially a very powerful water gun which reduces the speed of enemies aswell as doing damage, however the primary weapon also has a secondary fire which can be used to blast enemies and yourself onto higher levels or out of danger.

I have decided  to have 2 secondary weapons, a water based claymore aswell as a simple water bomb.

The third weapon for the character will be a simple melee weapon which can be used in close combat.

Thursday, 5 May 2011

Water Cannon

Found some new inspiration for my primary weapon. Water Cannons used for crowd dispersion by the police are high pressure and perfect for what I want my primary weapon to look like.

Over the weekend I'll work on finalising my primary weapon design and work on my character design.

Different Nozzles

Whilst sketching up ideas for my primary weapon I realised that I'd need some sort of nozzle for the water to come out of, so he's a bit of research I've done into different types of nozzles I can think of that are used in real life.

Fire hose
Garden Hose 2
Garden Hose 3
Garden Hose


Garden Hose 1




All of these hoses are relatively short in comparison to normal weapons in games. I think that when a weapon is smaller it is natural for them to do less damage. A good example of these would be TF2, the primary weapon is always larger than the secondary weapon and always does more damage. The same concept applies to real life, the bigger the weapon the more damage it is likely to do for example a 9mm pistol is less powerful than Cobra attack helicopter.

To combat this I'm going to make sure that the primary weapon for my character is larger than my secondary and melee weapons. Along with this I need to make sure the shape of the weapon or the shape of the character when it is holding the weapon can be recognized from a distance.