responsibilities: Supervising Creative Direction, Concept & Game Design, 2D & 3D Asset Creation, Animation
Avatar Shape Exploration
![](https://cdn.myportfolio.com/db27ddfc-9689-41b6-8410-d330ce5f2c95/832864ee-7fc2-4fb5-b612-b2c904068b0b_rw_1200.jpg?h=74cf5b78f4ac70b81e95234e0bcea547)
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-d330ce5f2c95/140e26dd-560b-46f2-af9c-d894fa71f162_rw_1200.jpg?h=281f4b508b9542c44e58ed42c0597f16)
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-d330ce5f2c95/4410b0ca-83be-4994-b190-f077a4c4e782_rw_1200.jpg?h=693730b3d77aee46c46834ab9366c348)
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-d330ce5f2c95/9aa663f5-ac10-4461-8026-67004ce20aa5_rw_1200.jpg?h=afff642d7c75dcd01ea705aff0efca0e)