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CREATURE DEVELOPMENT

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Kumofumofu

​I started developing Kumofumofu by taking some reference images of sheep and sketching them. I collected various poses so I could get a good understanding of how a sheep looks and behaves, so I could translate those aspects into my own design. You will see this process as I develop other creatures too. I then proceeded to create some initial concepts, some in a more orthographic perspective (which will help with modelling) and others in more situational settings. These help to create more of a personality in the creature, and make it seem more alive. Finally, I picked a sketch which I thought best conveys the creature's personality, and cleaned up the sketch digitally in Clip Studio Paint. I picked a colour scheme, which only consists of a few colours, and added any final details, such as the swirls in Kumofumofu's clouds.

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Kumofumofu is a sheep-like creature which produces vapour from its body which forms into clouds. Depending on the climate, various cloud shapes begin to form, such as whispy cirrus clouds or dakr cumulonimbus clouds. I've detailed a few variations in sketches, such as how when the climate becomes hot and humid, puffy cumulonimbus clouds form which cover Kumofomofu's entire body. I also included other occurences, such as Kumofumofu laying on top of each other, and sunlight shining through their bodies.

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Raminari

​Raminari develops from Kumofumofu. I kept the cloud motif and the colour scheme similar, so that the two are easily identifiable as being related to one another. In the same way, they're bodies are able to create various cloud forms. In hot climates, Raminari become irate, and bash their horns together. The resulting friction generates electricity, which travels through their bodies and is released throughout the air as lightning.

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Yingyo/Yangyo

​Yingyo and Yangyo are fish based off of the Chinese philosophical idea of Yin and Yang, two opposing forces which work together in harmony. I based the design off of the betta fish, as I love the flowing movement of their tail fins. The movements of these creatures are long and flowing, but on rarer occasions they can be seen darting through the water. They may also sometimes be seen blowing bubbles, though the purpose is unknown, whether for entertainment or some other reason. What really sets these two apart is their ability to either emit light (Yingyo), or absorb light (Yangyo). If you're lucky, you may just seem them perform something beautiful together.

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Suzume

​Suzume has been designed as a combination of a peacock, and has taken inspiration from the colours of the secretary bird. The eye motif arose from how, to me, the patterns in a peacock's feathers look like eyes. I imagined what it would be like for those patterns to become animated.

Suzume (Cont.)

Most of the behaviours for this creature would revolve around the eye patterns on its feathers. Perhaps it could communicate certain feelings to the player, for example, hunger could make the eyes half-lidded, suggesting the creature is tired, or if it's not happy in its environment, the eyes will show a furrowed brow. There could also be an infinite number of combinations of coloured eye patterns too.

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Steelgle

The Steelgle has a body of a light metal which allows it to move through its environment at quick speeds. Its arms and tail feathers are detatched and can move independently from each other, allowing for a wide range of manoeuvres. However, the design seems a bit too harsh for the aesthetic I'm going for in my game, so this design most likely won't make the final cut.

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Kasawary

The Kasawary is based off of the black heron, which uses its arms to make an umbrella-like cover so it can better hunt fish, and the cassowary, a bird which many say resemble dinosaurs. However, I couldn't quite get the look right. Many of my creatures are cute or at least cleanly designed, so I'll either need to cut this creature or redesign it again in the future if time allows.

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Hananezubi

Hananezubi are based off of hedgehogs, combined with fireworks on their backs. They are very bright and happy characters, and are often seen scuttling around on the ground. They can fire off fireworks whenever they feel like it, and new ones will grow back to replace them. However, if they aren't feeling great, any attempts to fire off any fireworks will only be met with fizzles and smoke. Hananezubi can also come with certain variations: the normal fireworks, sparklers, and sparkling candles. When multiple Hananezubi group up together, get ready for a spectacle!

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Ka

Ka are pesky mosquito-like creatures which annoy other creatures in the environment. They use the blood they suck from other creatures and use it as fuel for their combustion. The fuel glows from inside their body, as well as their eyes, and when they take flight, that fuel sets their wings alight in a glorious blaze. They zip around through the air, and produce smoke from their antennae which clouds the air.

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Nichou

Nichou are butterflies which shine as bright as the sun! Though simple in design, their scales are nothing short of breathtaking. They can absorb sunlight which they take in throughout the day, and emit it as they please, floating like mini suns throughout their environment. They can dust their scales to create sparkles as they glide through the air, and are often seen resting on objects as they absorb sunlight.

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Scale Chart

In order to make sure that all the characters and creatures in the game are scaled correctly, I used a scale chart. This way no errors should be made in the scaling between characters. This should also help to accurately model environmental objects as well, such as those in the player's base.

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Template

When designing creatures, ideas should be unique and capture the imagination. My design process went something like this:

  • Pick an animal for reference

  • Search its name in Japanese, and mind map words which could fit in and create an interesting concept (e.g. Kumofumofu is a combination of kumo (cloud) and mofumofu (fluffy))

  • Create some concept sketches for what the creature might look like. (Capture personality and behaviour)

  • Create a finalised design with colour

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However, the process might not always turn out this way. Sometimes it's good to sketch concepts first, and make a name later, which is how I came up with other creatures. I've also created a template to better present the creatures. It involves:

  • The creature's name

  • A posed concept image that captures the "essence" of the creature

  • A front and side-profile image for modellers

  • The creature's favourite climate/habitat

  • Likes

  • Dislikes

  • Any notable behaviours

ABOUT

I'm Logan Hunt, currently studying Games Design and Art at Winchester School of Art.

SOCIALS 

  • Instagram
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