Hello there! I'm Danny Huynh, the concept artist for the team. I take broad ideas and create concept art for characters, environments, and anything else that helps to refine and nail down the look and feel of the game. Basically, I make pretty things. Ryan previously talked about the inspiration and direction we want the game to go, so today I'll talk about the design process for one of the characters, Dani.
When I first joined the project, I had a rough sketch and a character background. I read through to make sure I understood the character, and focusing on the main aspects of her personality, I needed to make a strong willed, outspoken, take charge kind of character. Before I started fleshing out her character, I wanted to have some of the more key physical features nailed down, namely her hair and clothing.
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Clothing and hair thumbnails. |
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One of my first sketches of Dani. |
With feedback from the rest of the team, this is one of the first sketches I did of Dani. This was before I had the design elements applied. As you can see, her proportions and style are pretty average. We wanted something a little more stylized. Something with the grit of Backwater Gospel, the bold style of The Gorillaz, and the unique rendering of Ashley Wood. Taking in mind the inspirations for the game, my next sketch came out like this.
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Notice the sharper angles, the play on proportions. |
For being a leader-type character, I wanted to play with having a heavier lower body to give her a more grounded look. The other character in contrast is much slimmer. With this as the newer reference of how I would draw her, I played with some brushes in Photoshop to get a better vision of how she would look with texture.
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Dani with texture and thick ink lines. |
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Near final concept of Dani. |
This is the closest to final concept that I've gotten. Reassessing her design, I decided to go back a few steps to fix some problems. Her baggy pants wasn't reading quite the way I wanted, and with the jacket, having her come off as bottom heavy was a bit difficult. So, to remedy the situation:
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More thumbnails, more silhouettes, MORE EVERYTHING. |
I quickly pumped out some more silhouettes and thumbs to play more on her proportions. In the end, I've decided to flip her design, making her more top heavy (makes sense with the jacket right?) and to have thinner legs. Another feature that most characters will have is exaggerated hands. Most of the stylization will take place more in the body than the face. Even though the previous concepts won't be accurate to the final design, the work wasn't done in vain. It helped to visualize what the quality of the final piece will look like, and it'll be interesting seeing how different the final design will look compared to the original sketches!