Sketching & Research
First Draft
Second Draft
Third Draft
Rock References
Character Expressions
Side View
This is the third character design for a fighting game concept I’ve been developing since Swerve Hurdle. It started as a class assignment to design a character without limbs. While First Draft wasn’t approved, I liked the rock monster concept and refined it. Second Draft, after further research, still felt incomplete. Third Draft became the final design, and I was satisfied with the result. I created Rock References for color details and Character Expressions, including shock, happiness, and confusion, along with a wrestling-inspired fighting pose. The character's wacky gestures and playful personality reflect my intent to design a jester-like fighter. The order from oldest to newest; First Draft, Second Draft, Third Draft, Rock References, Character Expressions, and Side View.
First Draft Character Design
Front View
Side View
Height Measurement Chart
Color Variations
Favorite Color Variation
Height Measurement Chart ensured consistency in the abstract character design using line art. I arranged Color Variations randomly to avoid bias during review. Inspired by warm earth tones of sedimentary rocks and cool tones of crystals, my favorite is the 4th variation, as it best balances realistic color values with the abstract design.The order from oldest to newest; Front View, Side View, Height Measurement Chart, Color Variations, and Favorite Color Variations.
Character Design Brainstorm Drafts
Brainstorm 1
Brainstorm 2
Brainstorm 3
Brainstorm 4
Brainstorm 5
After coloring the first draft, I realized it didn’t fit the game’s aesthetic. Most new ideas felt uninspired, except for the slug rock monster from Brainstorm 4. In Brainstorm 5, I expanded on this concept, exploring different perspectives and action poses, including crystal shooting and various views. The order from oldest to newest; Brainstorm 1, Brainstorm 2, Brainstorm 3, Brainstorm 4, and Brainstorm 5.
Final Design Concept Art
Concept Art 1
Concept Art 2
Concept Art 3
Front View
Side View
After brainstorming, I created Concept Art 1, showcasing eye and facial expressions, crystal shooting from the helmet, and varying crystal sizes. Concept Art 2 explores different torso shapes, while Concept Art 3 features my preferred designs with a neutral expression. Front View finalizes the design for 3D modeling, and the Side View provides reference for the image plane. The order from oldest to newest; Concept Art 1, Concept Art 2, Concept Art 3, Front View, and Side View.
Final Character Design Line Art
Front View
Side View
Height Measurement Chart
Height Measurement Chart ensured consistency in the character design. The order from oldest to newest; Front View, Side View, and Height Measurement Chart.
Character Design Base Color Variations
Color Variations
Favorite Color Variation
I aimed to contrast the vibrant hues of the crystals, reflecting the character’s playful side, with neutral-toned rocks symbolizing his sinister side. Color variations are shown in sequential development order, randomized to minimize bias. The final color variation (bottom right, 11th) best represents the character: orange for playfulness, green for villainy, blue for coldness, black for mystery, and grey for subtlety. A more grounded approach with fewer colors proved more effective, as multiple crystal colors created too much chaos. The blue eyes were integrated by blending with black, grey, and blue tones. The final render displays all the color variations side by side. The order from oldest to newest; Color Variations and Final Color Variation.
Final Character Design Model
Model Video Preview
Base Model
Wireframe w/ Base Model
Wireframe w/ Base Model
This overview demonstrates the geometry, textures, and 2D-to-3D implementation through several views: the Model Video Preview, Base Model, Wireframe w/ Base Model, and Wireframe w/0 Base Model. The goal is to showcase the character's design process from concept to 3D representation. Wireframe views visualize the structure and polygon distribution, while the base model provides a detailed look at shape and form, ensuring the model's integrity and functionality throughout development.
Action Pose Renders
Action Pose 1
Action Pose 2
These action poses capture the fighter's personality, with Action Pose 1 showing a dynamic punch and Action Pose 2 depicting the rock monster targeting its opponent. I'm happy with this design because of its unconventional and abstract elements, which highlight the character's unique and quirky nature. The order from oldest to newest; Action Pose 1 and Action Pose 2.