An exploration puzzle-game where a woman searches for her father, during the Portuguese dictatorship.

Post news Report RSS Devlog No.8 - My Rosemary

Art progress! This post is solely about the art portion. Further posts about this will be made in the near future.

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Hello!

Rosemary, the character is the main focus here, more specifically her visual design.

We've been talking about her description and motivations, so it's finally time to look at what she looks like.


Design Basis

To recap what we've shown about her, here is a compilation of the moodboards and concept inspirations for Rosemary:


After doing these, we wanted to organize game test sessions, so a preliminary design was created:

rosemarypreliminary

The game test design

This design had already some estabilished features such as the long coat, the big round glasses present, with an added braid. The coloring and other aspects of her, such as size, height, shape were created at the same time, but further explored below.


Thumbnails

To nail down her final design, we went through a myriad of thumbnails to discover what more we could do with Rosemary.

Here are some examples:

RM1

Thumbnails for Rosemary, with differing body types and poses.


The varying approaches to her design tried to reach very separate inspirations, such as a more detective-based look, a more secretary-looking design, just to name a few examples.

Below are some more studies made for Rosemary's thumbnails.

RM2

Two thumbnails made for her design, the right square shape is not part of her design.


After making these, we decided to pick the one depicted above on the right, with a slight red tint, as we felt it best fit Rosemary's overall essence, both in posture but also in general aesthethic and shape language.


Sketches

The next step was to create different sketches for her detailed design. For this, we ended up overlapping with the preliminary design for some of the design decisions. Here are some sketches:

RM3


While still adding some more studies, we decided to stick to more formal clothing, which is related to Rosemary's story implications on her visual design, such as her not being very traditionally feminine, according to the standards upheld at the time the game takes place.

This was the sketch we picked:

rosemarypreliminary 1

The selected image. You can see the similarities with the preliminary design.



Other Sketches

After deciding her design, more sketches were made to help kickstart the animation work for the game. Here is the basis for Rosemary, with different proportions:

Rosemary's front view.

These similar proportions were made to help decide what the in-game size for her would be, having her pixel size in mind, hence the smaller versions on the rightmost side.


And with that, we reached the end of this devlog!

See you next time,

Nymeus Studio

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