I’m Rose, a second year student on the Next Gen Games, Animation & VFX course. Unlike last year where i branched out to try a number of different subject areas (3D modelling, vfx, etc), this year i will be focusing on my chosen specialism. Since i would like to be a concept artist in the future, i will be specialising in 2D art, particularly character design. Ori and the Blind Forest is a game i’m very fond of, i love the art style and hope that one day i can make characters like that.



NPC Colour Variations


To make Ruin World more diverse, my team decided the npcs should have different coloured clothes. Now there are cyan, green, and red npcs, which could be part of different tribes. In the end, all the npcs will have billboarding code on them, meaning they will always face the in-game camera. I’m not sure if the placement of the npcs will be down to random generation, or if they will be put in certain spots around the map.



Third NPC



For the third npc, i decided to go for a larger design. To make it look like he has a different personality from the others, i tilted his eyes outward slightly. Unlike the other npc, the pattern on his robe is in the middle, this is because it had to be custom made. Also, the reason his hat is small is because there were none his size so he had to borrow one.

nomad3 final.png

Asset Peer Review




In Matt’s lesson today we had to review our 3D Assets. We were given numbers so we could get into pairs, and then we had to give each other feedback on our models. There were no big issues with my model, technical or otherwise, so it was mostly positive. However, i need to gather more realistic reference images – close ups of cacti – so i can make the high poly look as good as i can.

Second NPC



During one of our scrums (discussions), my group decided that there should be more npc characters. Each one should be different, but be part of the same species. I drew out a few ideas for how they could look – like a small young npc, a large adult npc, and an old wise npc. Above is the original concept for the young character, i wanted to make it clear that he was given clothes far too big for him, so i made the sleeves trail and cover his shoes. Below is the coloured and shaded version. I had some issues while making him in Photoshop; when i selected an area to colour i must have overlapped the lineart because afterwards there was a bit of pixelation. This won’t be much of an issue in the final environment however, since the camera will see him from a distance and not close up.



Game vs Film Storyboards


Little Nightmares

General RulesĀ 

  • There are infinite lives
  • Light lanterns to create checkpoint
  • If caught by a monster you die
  • Sneaking reduces the noise you make


  • Six
  • The Janitor
  • Leeches
  • Gnomes


The Maw, a huge submarine


Escape the Maw

How the level progresses

  • Six wakes up in The Maw
  • Six meets a gnome (next to lantern)
  • Leeches try to kill Six
  • The Janitor chases Six

Little Nightmares.png

Storyboarding for games is entirely different than storyboarding for films. In a film you can decide what shot a scene will have (e.g. wide shot showing area, or close up), whereas the camera angle is constantly changing in a game, and the character might be in the wrong place.


Cactus Asset


Today in Matt’s lesson, i began modelling the low poly version of my 3D asset. I first created a sphere and reduced it’s devisions until i was happy. Then i deleted half of it and extruded it down to make the main stem of the cactus. To make the extra stems i duplicated the original and used the extrude, rotate, and move tools to connect them together. I also messed around with the scale tool to make each stem different.





Today i worked on one of my tasks for Ruin World. I had the job of drawing out a skybox for the world, this would then be put in Unity so you could look around and see the sky. I used these tutorials below, one to get the skybox dimensions right, and the other to try and draw decent clouds.

When i’d finished and had given the skybox to Adam to test, we noticed a couple of problems. Once in Unity i saw that the seams were clearly visible and their colours didn’t match. This was because i’d used gradients on the sand and the sky. To fix it i used the eyedropper tool to sample colours and then go over the seams with a soft brush. The final version works properly and looks good in Unity, if needed i could add more colour variations to the sky later on.