Dev Blog #2: Character Shape Evolution & Elemental Identity
After defining the worldviews and visual direction of the three elemental factions last week, I started working on the 3D character appearances this week.
1. From Chibi Prototypes to Proportional Models
My first version featured some chibi-style characters—small, cute, with exaggerated proportions. But during our first team discussion, everyone felt that a more proportional character style would better fit the tone of our game, which leans toward neutral and tactical. The chibi designs, while fun, didn’t really carry the intensity needed for fast-paced combat, especially during casting or dashing actions.
The first version of the design that was not approved.
2. Simplifying the Model for Customizable Gear
Since we initially planned to let players customize accessories—like hats, cloaks, and shoulder items—I made the second version of the characters much simpler, with clean silhouettes and no extra gear. I used base colors to represent each elemental faction (blue for Water, red for Fire, green for Wind) and also added rings beneath the feet to show team alignment.
Second version simplified character models (blue ring for Team 1, red ring for Team 2)
3. Reflection and Feedback from Team Discussions
Although this version was clean and functionally useful, we later realized some problems during group discussion:
① The characters looked too generic and lacked a clear faction identity
② They didn’t visually reflect the background lore or the beliefs of each faction
③ There weren’t enough memorable features—players might struggle to tell them apart
So we agreed that the characters should feel like they “belong” to their elements. Players should be able to look at a character and immediately sense, “That’s a fire mage,” or “That one’s from the Wind faction”—not just because of the color.
4. Searching for a Better Fit
After that decision, I started looking for character models that felt more like elemental mages. It took quite a while because we needed something with personality but still lightweight enough to work with our workflow. Eventually, I found a set of low-poly mage models that struck the right balance—they had cloaks, shoulder gear, and gem-like details, while keeping the geometry simple.
Next, I’ll start modifying those base models to better match the personality and combat style of each element: Fire, Water, and Wind.
5. References
Blizzard Entertainment. Overwatch – Character silhouette clarity
Riot Games. League of Legends – Role archetype color theory
Netflix. Arcane – Integrating FX with character costuming
GDC: The Art of Character Design in Competitive Play (2022)
WhimWorld Fantasy Low Poly character asset pack Low-poly 3D model, Available at: https://www.cgtrader.com/3d-models/character/fantasy-character/whimworld-fantasy-low-poly-character-asset-pack
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