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During my time due to financial issues, I worked on various illustration commissions alongside my studies and was able to practice my sketching, rendering and composition skills

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Combining the use of 3D Assets, I was able to enhance the gesture and capture the dynamic feeling I intended to originally, which also helped greatly to streamline my workflow.

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Expotees Stall with Doña Figure + Bead Sprites

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Expotees Stall with Doña Figure + Bead Sprites

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Using left over wire, I constructed a stand to help keep the figure upright. in addition to this, using a book, cereal box, felt and wrapping paper was able to construct a stand for the figure.

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I constructed the Doña's shoulderpiece and worked on the side details of the headpiece. I did not have access to the correct pigment of yellow, so to adjust for this I used a rolling pin to mix a bright yellow and orange strange to create the colour I needed

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With the added support I applied plasicine to the legs

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I had to rip the entire lower body off of the figure to increase stability around the thighs as well as lengthening the legs to be more reflective of the concept art and have the ability to stand.

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I added more of the head details to Doña, as well as the green matador vest she wears with the ruffled cravat. At this point the weight of the plasticine in addition to faulty proportions made her unable to support her own weight.

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I added the undershirt + the cowl to the model, though looking back I made the neck area far too long, and began to realise the error I had made with the proportions.

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I began to work with coloured plastercine as a vibrant palette was key to Doña's design. I used wire to create the horns, then wrapped a warm, yellow plastercine strand to create the horn texture.

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I began to apply plastercine to the skeleton to give form to the character, focusing on the lanky proportions, as well as detail on the face such as with her mask and horns.

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In creating the figure for Doña, I first started with the wire frame skeleton for the basis of the model. Afterwards I applied paper and masking tape to flesh out the skeleton.

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In addition to the full character sheet redraws, I also redraw the characters in the pixel art style I had drawn previously to further make the project more cohesive.

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I chose to utilise the 3D model posing software Designdoll as a way to visualise and give clear reference for the animatic. I had previous experience with the software, however it really allowed me to allow for much more dynamic shots to take forward into my animation. I downloaded models off of Sketchfab for the weapons, as well as tailoring the build of each character to match the proportions to present the scene most accurately.

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Once all the redesigns were complete, I decided to compile all of the designs together, in addition to using the layer mask tool to colour in the line art of each character that softened the visual of each design and really played into the stylised look of the project. I also increased the number of stripes on Doña's scarf as they had been previously as I felt it worked it was more visually appealing from a design standpoint.

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As wiuth Valentín, I redesigned Osmund with more Crow features in mind to represent his more cold, stoic and threatening demeanor.

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I redrew the character's visual sheet to give further reference for the new design. In addition to this I wanted to add a more avian influence to both Osmund and Valentín designs with the idea of the main cast being associated internally with the sky, and with Valentín I felt the iconography of the Flamingo would best suit his flamboyant personality.

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Looking back at my previous work, I was greatly unsatisfied with the character designs I produced for the characters Valentín and Osmund. I felt that they greatly lacked a sense of whimsy and personal identity that the other two characters had. To combat this, I was inspired my the visuals of highwaymen, especially regarding the mask and over the to cavalier hat and thought this would greatly add to the silhouette and more magical feeling of the character.

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A rough keyframe animation of the Postwoman's basic attack. Although unfinished I was happy with the outcome so far and plan to work on to further develop my animation portfolio.

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These are rough keyframes for the intro to my section. However I found great difficulty in the posing and gesture without accurate reference at this stage, and thought it may be best to refer to other tools to enchance my pipeline.

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I chose to use the rendered sprite for one side of my business card designs as I felt it captured the visual style of my pixel art work and portfolio the clearest.

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I chose to render the first frame of the improved postwoman sprite in order to understand the scope of which I would need to animate and apply detail towards.

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I began to move away from my initial visual style, seeking instead to utilise the proportions similar to the silhouette designs I created which I feel would help create a more unique and self expressive visual style.

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Similar to the postwoman sprite, however I extended the canvas size due to the pose of the character based off of the concept art I had drawn for her in my previous project, as well as straying away from the visual style I was used to somewhat as I felt especially with such a complex armour design it was quite limiting in this particular case

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I created the sprite for the postwoman in a similar visual style to my previous work, however utilising a 32x32 pixel canvas which was common for the sprite designs of the Game Boy Advance Visuals for the Fire Emblem Games for which the visual style was based off of. This was to allow for more detail and freedom with animation and visual storytelling.

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In a similar process to the Postwoman Sprite, I worked with silhouettes and proceeded to add values. For this I tried to focus on the visual effects of the animationto create more visually eyecatching sprites and satisfying animations.

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Postwoman Attack Animation Key Frames: Values

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Postwoman Attack Animation Key Frames: Values

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The next step as a part of this was the addition of values to aid the readability of the sprites. To do this, I used the clipping mask tool on a separate layer so it would be most efficient to colour only within the silhouette.

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In the first week of the project, the team and I tried to create initial storyboards so that we could see the scope of the project! For me, I wanted my section to depict the fightscene within my short film between 2 of the lead characters. For this I edited together the start as well as the climax of the fight to create a vibrant, engaging scene that would present itself as a potential videogame advertisement as I would be able to tie my portfolio work in pixel art animation as part of the project.

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Postwoman Attack Animation Key Frames: Silhouettes

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Postwoman Attack Animation Key Frames: Silhouettes

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I wanted to create a set of animations to further my experience in 2D Asset Creation for games in the medium of Pixel Art. I created a set of keyframes for which to animate utilising silhouette design at first in order to capture the energy of the poses.