Wednesday, 23 March 2011

Luce Umbra - Further Designs and Ideas

So, here are a few more designs for the Goddess of Equilibrium, now aptly named Luce Umbra. A name borne from the need to stop typing excessively to refer to this one character. Generally, the idea for her design is to mix heavy/strong armour with soft cloths and fabrics. Which is a sort of balance in itself, and proving tough to crack. Beside balancing light and dark, which is a bit harder to show off without colours (I suppose I should get to those now and not when I'm painting textures) but regardless of that, I think I got some decent designs here. Now to find a direction and go with them.

I generally like the idea of the pauldrons, along with the gauntlets and greaves but it's hard to decide a direction to go with generally with it. Should I emphasize the light and dark aspects more on each side, or focus more on a balance which could shift tonally (is that a word?) I'm growing on the idea of giant angel/devil wings, no matter how cliché it might seem.

The idea for the weapon was originally scales, but it has been done to death (by that I mean by basically anyone else who choose balance as a theme). So, with the help of the think-tank, which is more like a think-pod considering it only consists of one other person (thanks Steve), I decided to go with a spirit level for a weapon. This goes along with the pebbles you can see in her hand, the idea is that she can always balance what seems impossible to balance, and the pebbles change colour. If this were a game, the idea would be that the pebbles represent which side is winning, and if all the pebbles turn black she has to fight for heaven, and if all the pebbles turn white she has to fight for hell.

Along with that mechanic, her powers and appearance change depending on how much light or dark energy she's using. More light means a more angelic appearance, and more dark means something more devilish. I really want to get that across in the design, but with the limits on the contest it might be a bad idea. However, now is the time to experiment, so I might just see what happens from that.

1 comment:

  1. Hey Kalie,

    Sweet drawings man, always loved your line work! I like the bottom right design overall out of all of them. I think it creates a better silhouette but the sharp contraption on her right leg might be a bit difficult to move with, maybe consider sticking with the overall style but redesigning?

    Great idea for a mechanic, its good to see your putting so much thought into how your character would work in a game environment, and the spirit level, for me, is a pretty unique idea so good on you :)

    I think a 'balance of tonal colours' would work better instead of a harsh distinct look between the two would work better also :) But then again, im not an artist so you can ignore me and fall asleep in the back seat if you wish to, I wont be offended ;)

    Great work Kalie :)


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