To design expressive, elemental critters that embody their core elements—fire, water, thunder, earth, and air—through form, texture, and motion, without relying on traditional anatomy. The focus is on creating stylized, animation-friendly characters that feel rooted in a larger world, using shape language, visual storytelling, and efficient design for real-time implementation.
Natural references — volcanoes, rivers, lightning storms, caves
Texture libraries — charred stone, water ripples, cracked earth
Abstract motion — like electricity jumping, or moss slowly growing
Mythology — subtle nods to elemental spirits from different cultures
Everything had to be functional, especially considering game performance and animation simplicity. These aren’t just cool designs — they’re placeholder characters in a real game engine. That meant every detail had to serve a purpose, whether it’s making them readable from a distance or visually clear in motion.
I played with:
Core shapes (circles for calm, triangles for danger, spirals for energy)
Texture-driven personality (glossy, cracked, soft, or rugged surfaces)
Built-in visual movement (like ripple lines or flickers)