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RIFT - Anubis

An 'accessory' to Ramesses designed for my Final Major Project last year at college.
The character took around 2 weeks of on-and-off development to completely design, and was based off of research conducted on ancient Egyptian gods and religion approximately a month or two prior.
Possibly my favourite design; I really enjoyed drawing out the gory details, as well as working on a less-conventional humanoid character.

Initial silhouette concepts - experimenting with different ideas for what could be used as a secondary asset in Ramesses' moveset, allowing for lots of Egyptian imagery.

Initial silhouette concepts - experimenting with different ideas for what could be used as a secondary asset in Ramesses' moveset, allowing for lots of Egyptian imagery.

Iteration on my concept for an Anubis-esque spirit, experimenting with gory and generally gruesome imagery to provide indications of mutation and zombification (both to fit the primary character's aesthetic and to have it fit into the apocalyptic setting.

Iteration on my concept for an Anubis-esque spirit, experimenting with gory and generally gruesome imagery to provide indications of mutation and zombification (both to fit the primary character's aesthetic and to have it fit into the apocalyptic setting.

Further iteration; a general body type was settled on at this point, and I began placing more focus on the head and small details instead.

Further iteration; a general body type was settled on at this point, and I began placing more focus on the head and small details instead.

The finalised design, sans-colour; essentially just combining the various things I liked from previous iterations.

The finalised design, sans-colour; essentially just combining the various things I liked from previous iterations.

Very quick, poorly-made experimentation with the pose of the character, and how they could be utilised in an in-game moveset whilst still fitting the themes of the primary character.

Very quick, poorly-made experimentation with the pose of the character, and how they could be utilised in an in-game moveset whilst still fitting the themes of the primary character.

Colour development - experimenting with different types of colouring for the character.

Colour development - experimenting with different types of colouring for the character.

The finalised coloured design.

The finalised coloured design.