Weeks one and Two saw Team B go into
pre-
product on. My task through these two weeks was to come up with a design for our lead character
Dwynwen. The designs follow the mood boards bellow. I wanted
Dywnwen to look
fluid and natural, a real creature of the forest, a pixie type of character. We decided that the style should follow something that was
reminiscent of
Okami and cell shaded games. We looked into many styles and came to a conclusion that whereas
Dwynwen looked natural the Romans should follow a
blockier look- inspired by mosaic.
Designs went away fine and we decided rather then cluttering her with clothes that she should be naked. The style of the whole game allowed us to make this
decision since her body
wouldn't be so detailed to see anything. We knew that by making this decision the character risked coming across sexually, thus her design changed further. We gave her a bob, let the
Celtic patterns hide her body and put extreme emphasis on her personality.
Dwynwen is to be wild and animal like in her
mannerisms, to be close to that of a cat. This in effect will flow nicely into animation, with her crawling up to enemies and sneaking around in the darkness. visually we hope to create something that implies the differances betwen te two cultures in the level.
Here are some Pre-production images from those two weeks.