responsibilities: Supervising Creative Direction, Concept & Game Design, 2D & 3D Asset Creation, Animation
Avatar Shape Exploration
![](https://cdn.myportfolio.com/db27ddfc-9689-41b6-8410-d330ce5f2c95/70a45f2e-5a63-4205-addd-17f9c76f6ce9_rw_1200.jpg?h=2ac16f985e59c4461a86d6474bdb80e5)
At one point, I aimed to incorporate pixel art into the project. To ensure precise control over the pixels from one shape to another, I explored various character designs using Illustrator.
![](https://cdn.myportfolio.com/db27ddfc-9689-41b6-8410-d330ce5f2c95/31fab35e-91ef-432f-bbc6-64097ab1898f_rw_1200.jpg?h=d44e66b60d1b39f1cf8484310ef4d66d)
Later in the process, I transitioned to using Blender for 3D work, but I was still in the exploratory phase. However, in order to consider all possibilities, I also experimented with realistic proportions alongside other approaches.
![](https://cdn.myportfolio.com/db27ddfc-9689-41b6-8410-d330ce5f2c95/fbf4f19e-7cda-4135-8cdf-64383333d40c_rw_1200.jpg?h=7381ead028c4cf18c07670d88a280811)
After extensive experimentation, I settled on a style that combined the generative 2D avatars with a low-poly, stylized body. This approach struck the right balance and achieved the desired visual outcome.
Animation Tests
For testing the meshes and rig setup in the game, I employed Mixamo to apply basic actions. However, since certain actions were not available in Mixamo, I had to animate them manually. Initially, I began animating with FK (Forward Kinematics) poses, and as the actions became more intricate, I gradually shifted to using IK (Inverse Kinematics) rigs. Here are some examples showcasing the results of these testing iterations.
![](https://cdn.myportfolio.com/db27ddfc-9689-41b6-8410-d330ce5f2c95/9401d71d-2907-44c6-8416-a0305f68e6eb_rw_1200.jpg?h=68517f46f777d51c41133680efe1fd3c)