Tamarrion, post 1: Boss Designing

boss4For the Big Game course, I’m on the team working on the game Tamarrion, which we’ll be displaying at GGC in late May. I will be posting at least one blog post per week showing what I’ve personally been working on for this project.

We’re aiming towards having one boss available at the GGC demo. Originally, Camilla and Måns had planned to model this boss for their 3DIII group assignment, but they were displeased with their final result and wanted to rework the design.

boss1I received a very rough concept sketch at the beginning of this week and threw together a turnaround based on it. We were overall not very happy with this design, and when asked for feedback from our 3D teacher Nataska we were told it looked far too weak and friendly for an evil boss.

boss2Following feedback, I threw together a much more pointy, menacing design. However, it was evident at this point that I hadn’t quite gotten into the visual style we’re aiming for with this game, so I sat down with Camilla and went through our influences and target style properly.

boss3Based off of the previous design, this was my first draft I threw together after nailing the target style we’re aiming for. I continued to refine this concept, and following feedback from both Camilla and Nataska, I’m now sitting on the following design.

boss4This design is near-final, and at this stage I’m mainly just making adjustments to ensure the turnaround matches in all angles. After Easter, we’ll be consulting Nataska for some final feedback, then hopefully start working on modeling our boss.