
For the final Game Arts lesson, we were tasked with creating four color variants of our design, and choosing one of them to be out final design. I used a technique shown off by Ryan Smith at the beginning of class, which was creating the shadows and lighting in a grayscale, and then coloring over it on separate layers.

I admit that I don’t often color my drawings, so this was very new to me, and being taught a new method of coloring more accurately was great; I hope to continue using this new skill, both for uni and personal work.
I picked the color schemes based on various points of my research, as well as what I believed looked aesthetically interesting. Most depictions of Gluttony in media are fairly humanoid, so I gave some of my designs human-colored skins, but I found a couple of instances where the character would be depicted with more typically monstrous colors.
That is why I chose the fourth color variant as my final design: the skin tone looks like an old, dirty human skin, almost like a corpse, with dark rotten teeth and tentacles. I believe it strikes a good balance between a humanoid and monstrous depiction of the sin.
I really enjoyed this rotation: I love creating character designs, and we didn’t have a lot of limits as to what we could do, so it was a good chance for me to try something new, and I think I took it (this design’s very different to what I usually make in my spare time!). However, I don’t know if this really gave me a good idea of what the actual course would be like; I’m still uncertain on what we’d actually be doing at Game Arts for 2 years.
Still, if it’s anything like this, I could see myself taking it in the future.