Game Arts: Colors and Final Design

My completed character sheet.

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.

The grayscale version I used to identify the various shadows and lighting. I then colored 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.

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