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RIFT - Ramesses

Work produced for my Final Major Project last year at college; a fun character to work on, and I would have gladly expanded on this development even further if I'd had the time.
It took around 3-4 weeks to fully complete this character design, not counting the research conducted on various facets of ancient Egyptian culture I went through beforehand.

Initial silhouette concepts - they gradually became more experimental and outlandish, though I felt it best to stick with fairly simple, safe ones for this character.

Initial silhouette concepts - they gradually became more experimental and outlandish, though I felt it best to stick with fairly simple, safe ones for this character.

I chose the three that I felt would be best for this kind of character, fleshing out the designs further.

I chose the three that I felt would be best for this kind of character, fleshing out the designs further.

From there, I decided to perform some iterative work on the character's head design; having this established early would help me in regards to informing the kind of body and outfit designs I would want to proceed with afterwards.

From there, I decided to perform some iterative work on the character's head design; having this established early would help me in regards to informing the kind of body and outfit designs I would want to proceed with afterwards.

Further iterations of my chosen body shape and design, as well as experimentation seeing how various heads looked on them; I took inspiration from various instances of regal ancient Egyptian clothing, as this character had originally been a pharaoh.

Further iterations of my chosen body shape and design, as well as experimentation seeing how various heads looked on them; I took inspiration from various instances of regal ancient Egyptian clothing, as this character had originally been a pharaoh.

A second lot of design iterations, beginning to sway more towards a finalised concept for the body and face at this point.

A second lot of design iterations, beginning to sway more towards a finalised concept for the body and face at this point.

A final three concepts, now focusing more on small details as I had become content with the overall silhouette and general design.

A final three concepts, now focusing more on small details as I had become content with the overall silhouette and general design.

Further facial iteration, seeing how I could explore different interpretations of similar ideas.

Further facial iteration, seeing how I could explore different interpretations of similar ideas.

Final face iterations, settling on a mutated and decrepit aesthetic; from here, I could combine aspects I liked from each to create my personal idea of the perfect kind of face for this character.

Final face iterations, settling on a mutated and decrepit aesthetic; from here, I could combine aspects I liked from each to create my personal idea of the perfect kind of face for this character.

A sheet experimenting with each of the heads on a near-complete version of my preferred body for the character.

A sheet experimenting with each of the heads on a near-complete version of my preferred body for the character.

A finalised character design, using flat colour just to present the character prior to colour development.

A finalised character design, using flat colour just to present the character prior to colour development.

Headgear iteration, experimenting with the idea of how the character could wear their headgear. Ultimately I decided to have it hang around their neck rather than being worn.

Headgear iteration, experimenting with the idea of how the character could wear their headgear. Ultimately I decided to have it hang around their neck rather than being worn.

Colour development. From here, I could combine aspects I liked from each to create an ideal colour scheme. I tried to combine the grittiness of post-apocalyptic media with the colour and vibrancy of fighting games.

Colour development. From here, I could combine aspects I liked from each to create an ideal colour scheme. I tried to combine the grittiness of post-apocalyptic media with the colour and vibrancy of fighting games.

The finalised design.

The finalised design.