Character prototyping
Before anything could exist in game, there had to be a starting point. Something rough, something imperfect, something that simply exists.
I began by creating early prototypes of the NPCs, focusing on their general appearance and presence rather than refinement. These were not final designs, but rather explorations. Attempts to visualize what these characters could be.


After presenting these prototypes to the team, I received the green light to proceed further. That approval marked a shift: from loose experimentation to something more intentional.
With that, I developed a basic in-game concept for how the NPCs would appear within the actual environment. This version moved beyond rough ideas and started aligning with the game’s visual direction, even if still far from complete.

What initially seemed like a straightforward process. Designing characters and moving on, quickly revealed itself to be iterative and dependent on feedback. Each step required validation, adjustment, and a clearer understanding of how individual designs fit within the broader vision of the game.
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