From my research I created some design idea sketches, investigating the colour palette and gear worn by the character, and eventually combined some of them to create the most aesthetically suitable and appealing appearance for the character. I also had to think about the character's narrative when designing- Am I making him part of an army, or from a separate faction of some sort? Or is he an individual on a mission of his own? I decided not to include any icons that would show his allegiance to a military, and that this helped to leave the character up to the viewer's interpretation.

I created some concept variations exploring and altering small visual details, and then designed a final digital concept. I included a crashed plane in the background, which showed some clue of how he arrived in the arctic, and the glow of a nearby fire, without placing the fire on the page. I realised afterwards that small details such as these within the final concept image allowed me to better set the parameters of the interpretation of the character. This controls the context for the game, client, and myself as a designer. The character and the world that he explores is deepened by setting these parameters, especially when there is more information shown in the image- more information leads to more knowledge about the character, and this leads to a better interpretation. For example, apart from the style of the clothing, there is no clear indication of the time setting, and there is no clear indication that the pilot has any allegiance to a cause. This is all left up to interpretation and would only be discovered once the player uncovers the rest of the narrative by playing the game.

I created some concept variations exploring and altering small visual details, and then designed a final digital concept. I included a crashed plane in the background, which showed some clue of how he arrived in the arctic, and the glow of a nearby fire, without placing the fire on the page. I realised afterwards that small details such as these within the final concept image allowed me to better set the parameters of the interpretation of the character. This controls the context for the game, client, and myself as a designer. The character and the world that he explores is deepened by setting these parameters, especially when there is more information shown in the image- more information leads to more knowledge about the character, and this leads to a better interpretation. For example, apart from the style of the clothing, there is no clear indication of the time setting, and there is no clear indication that the pilot has any allegiance to a cause. This is all left up to interpretation and would only be discovered once the player uncovers the rest of the narrative by playing the game.



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