Wednesday, 23 April 2025

Vehicle and Props Design/Final Project

Week01~Week14/24.05.2025~03.08.2025

Yap Guang You/0363730

Bachelor of Design(Hons)in Creative Media/Vehicle and Props Design

Final Project


Content


Instruction

Module Information Booklet

Project 1/Pre-Production

We need to create a suitable vehicle and props design for the world we’ve proposed in our character design and anatomy project (optional), or we can choose to develop it as a separate concept. Our vehicle and props should clearly communicate their functionality in a way that reflects the world we've designed. For the vehicle—which must be a man-made, mechanical design—we need to choose at least one from the categories of land, air, or water. The props should be components that complement and are suitable for our chosen vehicle, and we'll continue to develop them all the way to our Final Project. In this task, we will be showcasing our ideation process as outlined below.

  • Moodboard and style guide
  • Thumbnail Sketches ( 20 drawing in 2 sheets)
  • Silhouettes (10 pieces in 1 sheet)
  • Rough Value painting (5 chosen from the silhouettes)
  • Design breakdowns

Project 2/Production

We need to continue developing our vehicle design from Project 1. From our previous concepts, we’ll pick one vehicle and its related prop to expand further with a design application that communicates clearly and appeals to the target audience. In this stage, we need to showcase our development process, which includes the following steps:

  • Thumbnails (Vehicle and Props Breakdowns)
  • Value studies
  • Color studies
  • Textures

Final Project/Post Production and Profiling

We need to present the final polished designs for each of our vehicles—land, water, and air. Alongside these, we must include a call sheet that clearly breaks down the design of our props, interior elements, and engine components (if necessary). Each vehicle concept should also be accompanied by a key art piece, as shown in the example provided. The call sheet must be well-organized and thoughtfully laid out to effectively communicate our design intentions.

  • Color studies
  • Textures
  • Key Art
  • Props Breakdown
  • Orthographic

Pre-production

Week02/Research and Insporation

For this vehicle design, I started with a simple but evocative idea: a vintage motorcycle pulling a compact mobile structure. Inspired by the aesthetics of a post-apocalyptic world, I imagined this motorcycle towing a makeshift pharmacy — a lifeline in a world stripped of modern infrastructure.

The core concept is about mobility and survival. In a wasteland where resources are limited and danger is constant, the ability to bring medical aid across broken landscapes becomes a symbol of hope. A motorcycle, retrofitted with scavenged parts, offers agility and speed — perfect for weaving through collapsed highways and ruined cityscapes.

Behind it, a small, rough-edged trailer or cart functions as a portable apothecary. Built from salvaged metal, wood, and repurposed components, this unit carries essentials like handmade tinctures, herbs, old medical kits, and relics of lost pharmaceutical tech. I envision it marked with faded paint, patched symbols like a red cross or green-glowing containers — all layered with the grit and dust of the wasteland.

This is not just a vehicle — it’s a statement. A relic of the past repurposed for survival. It travels between scattered survivor camps, a nomadic healer’s ride, delivering hope in a broken world.

Below are some of my initial sketches exploring the form, function, and silhouette of this vehicle. I focused on proportions, wheel structures, suspension ideas, and potential storage placements. More to come as the design evolves!

Initial Concept Sketches
Initial Concept Moodboard

After sketching out my initial vehicle concept, I started to think about what kind of world it would belong to. I wanted a setting that combined post-apocalyptic survival with industrial aesthetics, where such a rugged, makeshift pharmacy vehicle would not only be possible, but necessary.

After some research and reflection, I decided that my idea would fit perfectly within the world of Kabaneri of the Iron Fortress (甲鉄城のカバネリ).

The anime presents a beautifully grim world plagued by a virus that turns humans into deadly Kabane. The survivors live in fortified stations and rely on armored trains to travel between them. Resources are scarce, and every journey is a fight for survival — a perfect environment for a mobile pharmacy designed to carry medical supplies, herbs, and experimental cures from one outpost to another.

In this context, the vintage motorcycle becomes a relic of an older era, retrofitted with makeshift armor and mechanical enhancements. The pharmacy it tows can be a hybrid of wood, steel, and salvaged train parts — echoing the gritty and worn-down aesthetic of the show.

Choosing Kabaneri as the setting helps solidify the visual language I want to express: industrial ruins, patched metal, worn leather, steam-powered gears, and constant motion. It's not just a vehicle; it's a vital role in this harsh world — a roaming medic unit trying to keep hope alive.

Kabaneri of the Iron Fortress

Week03/Concept Redirect and Silhouette Sketch

After conducting more in-depth research and watching a few episodes of Kabaneri of the Iron Fortress, I realized that a motorcycle — while interesting — might not fully capture the scale and energy of the world I wanted to express.

One of the most striking elements in the anime is the presence of heavily fortified, steam-powered trains that travel across a world overrun by infected zombies. These trains are not just transportation — they are moving fortresses, lifelines that connect isolated human settlements.

This sparked a new idea in my mind: what if the pharmacy wasn’t pulled by a bike, but integrated into a specialized train car? A dedicated medical carriage that travels alongside armored locomotives, offering emergency treatment, antidotes, herbal medicine, and post-infection care to soldiers and civilians alike.

So, I quickly shifted gears and began sketching ideas for a small medical train. I also looked for visual references from the anime, real-life industrial trains, and wartime hospital compartments. The design focuses on rugged structure, reinforced panels, steam vents, hanging lanterns, and improvised storage compartments.

The mood becomes more solemn, and the narrative potential much deeper — this is no longer just a pharmacy-on-wheels, but a crucial unit of survival in a brutal, infected world.

Silhouette Sketch 1
Silhouette Sketch 2
Silhouette Sketch 3

Week04/Sketches and Moodboard

After experimenting with silhouette sketches and playing with basic shapes, I moved on to develop a more refined concept sketch for the vehicle. During this stage, I also began to rethink the core purpose of the train carriage.

Instead of functioning purely as a pharmacy, I decided to reframe the vehicle as a resource transporter — a critical supply unit that moves essential goods like food, fuel, water, and basic medicine between outposts in a dangerous, zombie-infested world.

This shift in function influenced how I approached the design. I started focusing on the front bumper area, using it as a visual anchor to express the vehicle’s protective nature. The bumper is now reinforced, heavy, and possibly armed — not just to clear tracks but to symbolize toughness, reliability, and survival.

Every shape, line, and silhouette in the design now speaks to the idea of endurance and functionality in hostile environments. I’m aiming for a look that’s brutal yet believable, with worn metal textures, bolted plates, external chains, and cargo containers visibly attached.

This step helped me to align the visual language of the train with its purpose — not just a concept sketch anymore, but a potential lifeline in the world I’m building.

Rough Blockout
Concept Sketch
Color Tryout
Moodboard 1
Moodboard 2

Week05~06/Concept Refinement and Texture

This week, I experimented with an alternative design language for the same core concept — the post-apocalyptic resource transporter. My main focus was on adjusting the form to explore how different shapes could convey different emotions and functions.

One of the key changes I made was hiding the wheel section using a protective side plate. Instead of exposing the wheels and mechanical parts, I designed a rounded shield-like structure that both protects the undercarriage and gives the vehicle a more aerodynamic and rapid appearance.

The rounded silhouette contrasts with the earlier bulky, industrial feel and adds a sense of motion and agility. I imagine this version of the train might serve more urgent supply missions, needing to travel faster between outposts or escape from sudden threats like Kabane attacks.

In addition to the form exploration, I also began experimenting with some texture detailing to help visualize material contrast — such as rusted metal plates, worn-out paint, scratched armor, and possibly areas patched with leather or cloth.

This round of experimentation helped me explore how form and texture can work together to build a more convincing and expressive post-apocalyptic vehicle.

2nd Design Sketch
Texture Study 1
Texture Study 2

Week07~08/Finalize Concept

As I moved into the final stage of the design process, I decided to tweak the form of the vehicle while staying true to the core concept. I kept the roundish language I had previously explored, but refined the shape to be slimmer and sharper at certain edges, giving it a more agile and aggressive silhouette.

This new shape helps balance the idea of speed and protection, while also introducing a more creature-like feeling to the overall design. I wanted it to look almost alive — as if the train is not just a machine, but something that moves with intention and instinct in a hostile environment.

For the color scheme, I drew inspiration from one of Studio Ghibli’s iconic works: Nausicaä of the Valley of the Wind. Specifically, the massive worm-like creatures (Ohmu) inspired me with their earthy green carapaces and glowing red eyes. I adopted a similar palette — a mix of mossy green, rusted copper, and bio-red highlights — to give the train an organic-mechanical hybrid look.

This color direction not only adds mood and storytelling to the vehicle but also gives it a unique identity that sets it apart from typical post-apocalyptic machinery. It now feels like something that could blend with the wasteland or charge through it like a mutated beast.

I’ll continue refining surface details, weathering effects, and mechanical parts — but this version feels much closer to the final vision I had in mind.

Finalize Concept
Concept Breakdown
Finalize Concept with Texture

Week09~10/Final Adjustment and Blueprint

As I approached the final stages of development, I decided to make a few key adjustments to improve both functionality readability and visual harmony.

In the previous version, I used chains to connect different parts of the train. While the idea of using scavenged chains fit the post-apocalyptic theme, I realized that it wasn’t visually clear enough — especially in sketches or from a distance. So, I replaced the chains with a more recognizable modern-style connector, similar to what we see in urban LRT or subway systems. This makes the linking between train segments more obvious and adds a subtle touch of believability.

On the color side, I reflected on my earlier use of green and red. While the contrast was strong and helped create a creature-like feeling, it also made the design feel a bit too aggressive and chaotic. For the final version, I decided to focus on a dominant green tone, and introduced a slight hint of cyan into the palette. This shift softens the overall impression and brings a more harmonious, grounded feeling to the vehicle, while still retaining the organic essence inspired by Nausicaä's world.

These final touches help balance storytelling, design clarity, and aesthetic coherence — allowing the vehicle to truly feel like a living, working part of its fictional universe.

Final Concept Adjustment
Blueprint for 3D Blockout

Production

Week 10/Interier Concept and First Blockout Tryout

Alongside the exterior development, I also started exploring the interior space and the key props that define how the vehicle functions from the inside. While the full interior isn't finalized yet, I created a quick sketch to visualize the general layout and design language.

For this vehicle, I decided to focus on two major props:

  • The Engine – This is the heart of the train. I envision it as a hybrid steam-mechanical engine, made from salvaged parts and reinforced with steel plating. It releases bursts of smoke and pressure, and is filled with valves, rotating gears, and visible pipes. It’s loud, gritty, and very much in line with the industrial-punk tone of the setting.
  • The Control Panel – I wanted this to reflect a more tactile and analog feel. Instead of digital interfaces, the control board is covered with levers, knobs, pressure gauges, and hand-crank mechanisms. It feels like something you'd have to wrestle with, rather than simply operate. Everything is slightly rusted, patched together, and clearly customized over time by the operator.

These props not only add depth to the design but also help reinforce the vehicle’s backstory — that it's been used, repaired, and modified again and again in a harsh world. They give the interior its own identity, and help ground the design in realism.

Interier Concept
Props Concepts
3D Blockout Front
3D Blockout Side 1
3D Blockout Back
3D Blockout Side 2

Week11/Continue Develop 3D

This week, I continued developing the 3D aspect of my vehicle concept. Initially, I began the blockout phase using ZBrush, focusing on form exploration and basic volume. While ZBrush was helpful for quickly sculpting rough shapes, I started to feel that it might not be the best fit for the mechanical and modular design I had in mind.

After some consideration, I decided to switch to Blender for the next phase of development. Even though I had no prior experience with Blender, I was motivated to learn — so I spent time studying the interface, watching beginner tutorials, and getting familiar with the core modeling tools.

Once I felt more confident, I began to re-block out the train in Blender, aiming for more accurate proportions, clean topology, and modular pieces that can be detailed later. Blender's flexibility with hard-surface modeling and real-time viewport feedback really helped speed up my iteration process.

This step marks an important shift in my pipeline — not just in software, but in how I think about modeling structure, detail planning, and future texturing.

Blockout in Blender Front
Blockout in Blender Side 1
Blockout in Blender Side 2

Week12/Interier and Props Concept Refinement

This week, I returned to focus on refining the interior design of the vehicle. I sketched out new angles and explored different sections of the interior to better visualize how the space would function in a real-world context.

The goal was to add more narrative-driven details — elements that not only serve functional purposes but also help communicate the world and the character who operates this train. I explored things like seating placement, storage compartments, hanging tools, and how light might interact with the machinery inside.

In terms of props, I also finalized the designs for both the control panel and the engine system. The control panel now has a more deliberate arrangement of analog dials, levers, and hand-crank components — conveying a sense of age, resistance, and tactility. The engine design has also been tightened up, incorporating steam vents, exposed piping, and bolted metal casings, giving it a more industrial, hand-crafted aesthetic.

These refinements push the design closer to a believable, lived-in space — one that not only functions logically but also adds to the overall tone and storytelling of this post-apocalyptic world.

Props Engine Design
Interier Concept 1
Interier Concept 2
Control Panel Design
Control Panel Breakdowns

Final Project

Week13/Final Block Out

As I reviewed my earlier 3D blockout, I realized that the shapes and design language were drifting away from the blueprint I had originally planned. The proportions, silhouettes, and form cues weren’t fully aligned with the sketches and the design story I had developed so far.

Because of this, I made the decision to do one last round of refinement — this time still using Blender, but with new techniques that I recently learned. I began experimenting with the Knife Tool to cut cleaner geometry and started building more custom shapes from scratch, instead of relying on primitive meshes.

Even though it was my first time using these tools, and the results may not be perfect, I did my best to bring the form closer to my original intention. Under time pressure, I focused on maintaining clarity in shape language, silhouette rhythm, and modular breakdown — while keeping the design faithful to the world and story I had envisioned.

This final refinement helped bring more consistency and confidence into the model. It also marked an important personal milestone — pushing myself to learn, adapt, and rebuild even under tight deadlines.

Final Blockout Front
Final Blockout Side 1
Final Blockout Side 2

Week14/Turnaround and Breaksdonw

In the final week of the project, I decided not to focus too heavily on the 3D blockout due to time constraints. Instead, I took screengrabs from my Blender model and did a paint-over to create the final turnaround sheet.

For the color palette, I revisited my previous choices — particularly the green with cyan highlights — and felt that while it looked striking, it also felt too fantastical and difficult to imagine being built in real life. So for the final version, I decided to go with a more grounded, fully green palette, which brings a sense of harmony and realism to the design while still holding onto that creature-like vibe I wanted.

After finalizing the turnaround, I also created part breakdowns to help explain the vehicle's structure more clearly. I wanted to make the design more understandable to others — especially in terms of functional logic, construction, and visual storytelling.

This approach allowed me to present a complete concept without over-investing in full rendering or polish — finding a balance between time, clarity, and communication.

Breakdowns Connection Group
Breakdowns Chimney
Breakdowns Window and Light
Final Turnaround

In the final week of the project, I decided not to focus too heavily on the 3D blockout due to time constraints. Instead, I took screengrabs from my Blender model and did a paint-over to create the final turnaround sheet.

For the color palette, I revisited my previous choices — particularly the green with cyan highlights — and felt that while it looked striking, it also felt too fantastical and difficult to imagine being built in real life. So for the final version, I decided to go with a more grounded, fully green palette, which brings a sense of harmony and realism to the design while still holding onto that creature-like vibe I wanted.

After finalizing the turnaround, I also created part breakdowns to help explain the vehicle's structure more clearly. I wanted to make the design more understandable to others — especially in terms of functional logic, construction, and visual storytelling.

This approach allowed me to present a complete concept without over-investing in full rendering or polish — finding a balance between time, clarity, and communication.


Final Submission

Pre-Production

Procution

Final Project

 

Reflection

This project really tested my time management skills, and I think I did fairly well — at least during the early stages. However, as the project progressed, my energy started to be pulled away by other assignments and deadlines. This is clearly something I’ll have to face and learn to manage better in my future career.

Learning to make the right trade-offs is crucial. I feel like I’ve started to understand this idea, but I still have a lot to learn from professionals and those with more experience. I’m especially grateful to our instructor, who generously shared both his experience and practical time-saving techniques with us — those helped a lot more than I expected.

When it comes to the design process, one of the key takeaways for me is that it’s essential to truly understand the theme or world you’re designing for. I chose Kabaneri of the Iron Fortress as my reference setting, and I think I did a decent job at first — my vehicle concept fit into that world reasonably well. But as I studied the series more deeply, I started to discover new directions and ideas, which required changes and took more time. That said, I think I adapted quickly and made decisions when needed. If I had understood the source material more thoroughly from the start, I could have worked more efficiently — that’s definitely something I’ll keep in mind for future projects.

Another milestone for me in this project was learning Blender from scratch. Although I’m still very much a beginner, I see it as a solid first step. Honestly, I do wish I had started learning it earlier, but under time pressure, I managed to pick things up surprisingly fast. Of course, I’d prefer to learn in a more relaxed way — but in the end, it was worth the effort. I'm grateful for the guidance and support from our instructor, which really helped me understand how to translate 2D ideas into 3D space more effectively.

Lastly, I’d like to sincerely thank our instructor once again for his support and patience. His feedback and advice were truly valuable, and I learned a lot throughout this project.

Vehicle and Props Design/Fundametals of Vehicle Design

Week01~Weekxx/24.05.2025~xx.xx.2025

Yap Guang You/0363730

Bachelor of Design(Hons)in Creative Media/Vehicle and Props Design

Exercise/Fundamentals of Vehicle Design


Content


Instruction

Module Information Booklet

We need to practice and demonstrate a thorough understanding of vehicle and prop design through a series of continuous exercises. For this task, we need to choose and draw three types of vehicles designed for either land, air, or water. This exercise allows us to apply and strengthen our understanding of the fundamental design principles listed below.

  • Deconstructing and constructing vehicles from references ( 5 x 3types = 15 thumbnail sketches)
  • Form and Function ( Pick 1 type X 10 thumbnails)
  • Perspective (Pick 1 type X 5 sketches min )
  • Line Weight ( Pick 1 and add line weights to the perspective drawing done)
  • Applying Colors ( Pick 1 and apply varieties to obtain appealing colors)
  • Texturing (pick 1 and test with materials and texture bashing)

Progression & Lecture

Design Exploration

Week01~Week14/24.04.2025~29.07.2025

Yap Guang You/0363730

Bachelor of Design(Hons)in Creative Media/Design Exploration


Content


Instruction

Module information booklet

In this module, we need to identify which area we want to explore, based on either industry trends or our current portfolio. We can choose to improve our existing skills, learn a brand new technique, or explore something new within our specialisation.


Progression & Lecture

Week01/Module Briefing

Today, we received a briefing about the module. It’s a self-exploration module, where we’re allowed to explore anything we’re interested in, as long as it gets approved. The lecturer explained the connection between industry outlook and our current portfolio, so we can start thinking about whether we want to learn a new technique or continue improving our existing skill set.

Week02/Research and Slide Preparation

began by researching the industry outlook. Employers are generally looking for juniors who have a consistent and strong art style, solid fundamentals, and ideally some experience. When I compared this with my current portfolio, I realized that while my art style is present, it’s not yet strong or consistent enough. As a result, I set the purpose of my project: to learn a new technique — pixel art — and to continue developing my personal style, with a focus on 2D character illustration.

I then moved on to researching project ideas and began preparing my proposal slides. I also looked into artworks by other artists for inspiration.

Proposal Slide

Week03/Proposal and Consultation

I presented my ideas to the lecturer, and the first idea was considered quite interesting. After that, I began researching current market offerings and trends. Based on the research, I selected a theme and developed some initial concept previews. These steps will help guide us in deciding the final outcomes for the project.

Week04/Art Style Direction

This week, I focused on gathering visual style references to guide the overall tone of my artwork. Many of these references came from the Fate series, which I’ve always admired, as well as from my own personal aesthetic preferences.

Summing up the direction I’m aiming for, the key characteristics are: restrained color usage, structure-focused composition, and an overall muted or greyish tone. I chose this approach because I believe it allows for more subtle and nuanced emotional expression. Rather than overwhelming the viewer with vibrant or flashy visuals, this style helps center the narrative and mood, drawing attention to the character and story in a more delicate, thoughtful way.

Art Style References

Week05/Theme Desision and Initial Ideation

For the design exploration stage, I began by selecting several themes that personally interested me. One of the first themes I explored was steampunk, which also happens to be the focus of another module I’m currently working on. I then looked into the witch/magic theme, a genre I’ve always been fascinated by due to its rich symbolism and imaginative potential.

Out of curiosity, I also took a look at the mecha (mechanical armor) theme, as I’m not very familiar with it and wanted to expand my exposure to different styles and visual languages.

Eventually, I narrowed down my choices to steampunk and witch, and spent some time debating between the two. In the end, I decided to go with the witch theme. One of the fun reasons behind this decision was that I had recently pulled a Constellation 2 Herta in Honkai: Star Rail—a character with a mysterious, magical vibe—which felt like a sign or celebration that aligned perfectly with the theme.

Beyond that, I also see magic-themed content as a staple in the entertainment industry, especially in games, animation, and fantasy narratives. It’s a timeless genre with strong emotional appeal and world-building potential. Looking at my current portfolio, I realized I hadn’t explored this kind of setting in depth before, so working on a witch-themed project would not only allow me to express my interests, but also help me diversify my creative body of work.

Inspiration Herta(Honkai: Star Rails)
Inspiration Elaina(Wondering Witch)

In the initial concept stage, I experimented with incorporating some steampunk elements into the character’s outfit design. This included the use of gears, layered fabrics, and metallic accents to add a slightly mechanical and vintage touch to the otherwise magical aesthetic.

To further enhance the character’s uniqueness, I also came up with the idea of giving her a companion creature, somewhat inspired by the concept of Pokémon. This companion not only adds charm and personality, but also serves to reinforce the fantasy theme and expand the storytelling potential of the character design.

Initial Ideation 1
Initial Ideation 2
Initial Ideation 3

Week06/Potential Outcome and Final Ideations for Regular Outfit

This week, I listed out the tasks I plan to complete for this project and finalized the visual direction of the main character. With the concept now established, I started to plan the style and deliverables more concretely.

As part of this project, I also want to challenge myself by experimenting with pixel-style assets. I’ve always been curious about pixel art, and I think this theme offers a great opportunity to try incorporating it into the overall visual presentation, especially for supporting elements or companion items.

Potential Outcome Example
Potential Outcome List
Potential Outcome Example

For the character design, I plan to create two different outfit variations. While the concept for the second outfit is still in development, I already have a clear direction for the first one. I want to go with a classic witch style, incorporating traditional silhouettes like a pointed hat and layered cloak.

To make the character feel more grounded and dynamic, I also intend to blend in some adventurer-like elements, such as practical accessories, belts, or pouches. This combination aims to present the character not only as a magical figure, but also as someone active and capable—on a journey with a clear purpose.

Final Ideation(Regular Outfit)

Week07/Color Testing and Second Outfit Ideation

This week, I selected the base color palette for my character and also developed the concept for the second outfit design. In addition, I began drafting a background story to better define the character’s personality and context.

The second outfit takes on a more casual, at-home style, contrasting with the first, more adventurous look. Since the character is envisioned as a noble or upper-class type, I chose a design that feels elegant yet modest. The outfit draws inspiration from traditional Japanese school sailor uniforms as well as mourning attire typically worn by young girls—a combination that creates a sense of solemnity and refinement without appearing too mature or overly formal.

I named the character Floresta, a name inspired by the words “forest” and “flora”. It reflects her magical affinity with nature, particularly in the areas of plants and healing. The name also ties closely to her visual design, which features floral motifs and a gentle, organic aesthetic. By choosing this name, I aimed to create a strong connection between her identity, her powers, and the overall mood of the character.

Character Color(Regular Outfit)
Character Color(Alternative Outfit)

Week08/Character Turnaround

This week, I focused on finalizing the character design and refining the color scheme for the second outfit. Initially, the second outfit had a color palette that was too bright and vibrant, which didn’t align well with the character’s personality as I envisioned it. To better reflect her calm and reserved nature, I adjusted the design to use black as the base color, paired with deep red accents for contrast and emphasis.

The first outfit, on the other hand, is based on a green color theme with red highlights, representing the character’s affinity with nature and her plant-based magical abilities. This color contrast creates a subtle connection between the two outfits, maintaining visual harmony while emphasizing different aspects of the character’s personality and role.

Character Turnaround 1(Regular Outfit)
Character Turnaround 2(Alternative Outfit)

Week09/Weapons and creature Design

This week, after finalizing the overall visual direction of the character and her outfits, I began working on the weapon design and her companion spirit. Since these elements are not the primary focus of this project, I chose to keep the designs relatively simple—focusing mainly on silhouette and color harmony with the main character, rather than going into intricate detail.

The weapon was inspired by traditional Western-style magic staves. While classic wands are usually made of wood—especially fitting for a character with nature-based powers—I decided to design it using metallic materials instead. This choice may seem contradictory to her affinity with flora, but I opted for it as a practical consideration, since rendering or illustrating metal tends to be more manageable than organic textures like wood or vines.

As for the companion spirit, it’s a small forest creature that represents a grass elemental familiar. My initial inspiration came from Gardevoir in Pokémon, but I wanted to push the design toward something cuter and more creature-like, with a less humanoid and more animalistic charm—something that complements the character without overshadowing her.

Weapon Design
Spirit Design

Week10~11/Splash Art

With the foundational visual elements of the character completed, I moved on to creating the splash art. I decided to start with the character’s second outfit—the one resembling a uniform or more formal attire.

The concept behind this illustration was to capture a quiet, emotional moment before the character begins her journey. I wanted to convey her sense of longing and curiosity for the outside world. In terms of composition, I chose to depict the character gazing out of a window, with light softly falling across her face. This warm lighting creates a gentle, healing atmosphere—symbolizing how the world beyond the window offers her hope, wonder, and the promise of something meaningful waiting to be discovered.

Alternative Splash Art_Line Art
Alternative Splash Art_Colored

After completing the first splash art, I moved on to the main illustration, featuring the character in her witch outfit. For this piece, the compositional goal was straightforward: to emphasize the feeling of flying freely through the air.

Rather than portraying excitement or joy, I aimed to capture a more mature and composed atmosphere—reflecting the character’s state of mind after she has already set out on her journey. I deliberately chose not to show her smiling or overly expressive, because I wanted to represent the kind of quiet, introspective moments that often make up the majority of any long adventure. The journey is not always dramatic or cheerful; more often, it's filled with uncertainty, quiet hope, and a steady sense of forward motion.

Main Splash Art_Line Art
Main Splash Art_Colored

After going through the trial and error process with my previous splash art, I gained a much clearer understanding of color harmony and overall tone balancing. This time, I approached the color palette and mood adjustments with more confidence and clarity.

Compared to my earlier attempt, I was more intentional with how I managed contrast, lighting, and color saturation—making sure they worked together to support the atmosphere I wanted to convey. This not only improved the visual coherence of the piece, but also helped communicate the emotional tone more effectively.

Week12/Pixel Assests

After completing the splash art, I moved on to creating a set of pixel assets for the character. These included a pixel-style character sprite, a small avatar, and a pixel version of her weapon.

This was my first time attempting pixel art, so it took some time to get used to the techniques and limitations of the medium. Despite the initial learning curve, I found it to be a rewarding experience. Working within a smaller canvas and limited pixel resolution challenged me to think more efficiently about form and color, and it also gave me a fresh perspective on stylization and simplification.

Pixel Character
Pixel Character Profile
Pixel Weapon

Week13/Alternative Splash Art Redirect

After completing everything on my checklist, I decided to revisit and rework one of the character’s splash illustrations. The original piece, while functional, didn’t fully meet my expectations in terms of color grading, linework, and overall composition. It felt a bit unpolished and lacked the maturity I wanted the final work to convey.

Since I still had some time left, I thought—why not give it another try? I approached this new version with a fresh perspective, adjusting the camera angle, composition, and character pose to better reflect the quiet, introspective mood I originally intended. The result is a calmer and more refined illustration that better aligns with the character’s personality and emotional tone.

Original Alternative Splash Art
Alternative Splash Art Redraw_Line Art
Alternative Splash Art Redraw_Colored

Week14/Final Presentation

Finally, I created a set of facial expressions and simple pose sketches for the character, as part of my preparation for the final presentation. These additions help complete the character sheet and provide a fuller view of her personality and emotional range, making the presentation more engaging and visually comprehensive.

In addition, I also made some revisions to the character’s backstory to further align it with her updated visual design and overall tone. These adjustments helped clarify her motivations and emotional depth, allowing the story, design, and personality to work together more cohesively.

Character Movement
Character Expressions

Final Submission

CLICK ME TO SEE FINAL PRESENTATION SLIDE  

CLICK ME TO SEE EVERYTHING


Feedback

Week03

I can start exploring possible themes and concepts, focusing on visual direction and aligning with current trends. It’s important to empathize with the audience and consider how I can respond creatively to what’s relevant now.

Week05

List down the potential outcome of this project and keep exploring the concept.

Week06

Make sure the style follow the references.

Week 07

Can do adjustment on the color, the colors look a bit too bright comparing to the art style


Reflection

I’ve come to realize that time management and task planning are absolutely crucial in a creative project like this. Having a clear roadmap allows you to stay focused and always know what should be prioritized. I feel there’s still room for improvement in this area—there were definitely moments where I could have done more, but didn’t.

Looking back, I also feel that the weapon and companion designs could have been developed more thoroughly. I should have spent more time on research and visual references to refine those ideas. Additionally, the costume design ended up being a bit too simple. I simplified it a lot to make the pixel art conversion easier, but in doing so, I lost some of the richness and complexity that could’ve added more character—something I now consider a misstep.

That said, I do believe I’ve grown throughout this project. My understanding of composition and visual storytelling has improved, and I’ve started to gradually discover my own artistic voice and style.

Lastly, I’d like to thank my lecturer for their guidance and feedback throughout the project—it has been incredibly valuable to me.

Major Project 2/0363730 Yap Guang You

Major Project 2/Entertainment Design Ling & Niko: Life as a Monster Cleaner Bachelor of Design(Honous)in Creative Media Yap Guang Yo...