Character Design - Witching Hour: Love At Midnight
For Witching Hour: Love At Midnight I was tasked with designing the characters, the three witches.
The project's goals were to design women in a way that's respectful and relatable to women without sacrificing aesthetic value. I tried to achieve this by communicating power and appeal through fashion without using nudity.
My personal goal was also to challenge the idea of what a witch can look like. I decided to ditch the brimmed hats and pumpkins to achieve this.
Down below I will highlight one of these characters and show you the process I went through
After making the final choice, I outlined the character through a call-out-sheet, turnarounds, etc.
Character Design challenge: Design a character at the beginning and at the end of their Hero's Journey
Before
After
Character Design challenge: Design a character within an existing IP
Description:
A design challenge for creating a character that fits within an existing IP.
I chose Skyward Sword, objectively one of the best games, shut up.
With this I challenged myself to tackle some questions that the original game left behind and to create a character that would fit perfectly in the design AND lore of the game.
Concept drawings for a hypothetical pitch
Miscellaneous weapon designs
VFX for a Tower Defense game, under "Animation" you can see these effects coupled with their character's animation.
Homing projectile
AoE attack with a buildup
A hitscan effect
NPC crowds generated based on texture sheets and a particle emitter.
Animations coupled with VFX for a Tower Defense game
Player animation
Reference
Enemy animation
Inspired by the lively character portraits of Kingdom Hearts, I chose to challenge myself in a project of UI, animation and VFX to create a dynamic character portrait.
Software used: Clip Studio Paint (illustration), Blender (rigging, animation), Unity (implementation, VFX)
Software used: Clip Studio Paint (textures, displacement maps), Blender (models, UV unwrap), Unity (implementation, shader graph, VFX graph)
An isometric sketch, a rough blockout, experimenting with lights, and adding the largest elements.
Believe it or not, but the design below was inspired by a pizza cutter!