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CHARACTER DESIGN

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ReMi: ReMi's Musical Adventure

  • Date Completed: 9/20/20​
  • Client/Course: Intro. to Character Design & Development
  • Project Desc: The assignment for this project was to design what was described as a “kid helper” character - in essence, a character which could properly educate and entertain children in an interactive medium. My solution was ReMi, the enthusiastic music note with a wide range of colorful emotions, depending on the player’s performance. ReMi is the star of his own fictional game “Remi’s Musical Adventure”, the game for Windows 95 computers that teaches children how to read and play music.
  • Issues Encountered: Most of my troubles for this project came when I was initially designing the character. Besides deciding what type of game they should be in, there was the issue of how soft and approachable they should be, what their personality should be like, how they should interact with the player, etc.
    Solution: Being that I’m more comfortable creating pixel art than other forms of digital art, I began experimenting with different shapes and color schemes on a very small scale, which led me to a music note shape design, and, eventually, ReMi’s final design. The choice of using Windows 95’s aesthetic was also a natural extension of my comfort with pixel art.
    Skills: This project required basic knowledge of pixel art creation and software. In completing this project, I also acquired very important skills related to character design, such as audience consideration and character personality analysis.
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Daisy Dukem:

Daisy Dukem: Outta' Time

  • Date Completed: 11/26/20​
  • Client/Course: Intro. to Character Design & Development
  • Project Desc: The assignment for this project was to design a protagonist character and develop/outline their personality, backstory, and world. I created Daisy Dukem, daughter of disgraced 1990’s action hero Luke Dukem (a very clear homage and parody of Apogee Software’s Duke Nukem). Having grown up with a very different, far less confident version of Luke than the player would expect, Daisy has had to be the provider for her family. She’s caring - if in a toughened up way - sarcastic, and mechanically intelligent. As Daisy’s game progresses, she partners with her father in the past - before he is publicly humiliated - which leads to many entertaining interactions between the two. This project was not only a fun exercise in character design, but also a closer look at how game design and characters have changed over time.
  • Issues Encountered: Time was a major factor when designing Daisy, especially when it came to making artwork for her. I have very limited experience with drawing human figures, especially females, so this was quite a challenge for me.
    Solution: As with most things, I was able to overcome my challenges through will.
    Skills: This project required experience designing characters and narratives. In terms of software, it also required a deep understanding of digital art programs like Procreate, Adobe Illustrator, and Aseprite.
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