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Images

In this gallery you'll see my process of developing NPCs, PCs and some examples of creatures in a mock game of my own design. You'll see the importance of silhouettes in character design, even giving an NPC a unique and fairly memorable distinctiveness. As well as conveying personality and occupation from even a simple glance.

First I built a world from a selection of six to twelve thumbnails.

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From each thumb I developed a culture. I researched examples from some real cultures and pieced together new cultures.

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Then in this example I picked a ten of the more interesting characters that showed their occupations well, I refined the silhouettes, then gave them color and material passes.

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After completing the NPCs I can make some stand out characters. I used the same steps for the NPCs when making the PCs however it is important for a playable to playable character to have an aspect of asymmetry. Asymmetry gives a character a less uniformed look, and blends less into the background than an NPC. In this case I illustrated to PCs to show their unique personalities.

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In the end I have a cohesive cast line up that look like they belong to the same world, and look like they complement each other, but come from very different cultures.

Concept Art Design

I've also designed a few "critters". With critters I use the same ideals that I use with my humanoid characters but, non-human (not including robot) characters are difficult to convey with a simple head-on silhouette.

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Updated 9/15/2009.

More contemporary characters for a earth like setting.

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