Design Development of Knight Jorma
This is a bit of a short one.
Jorma’s an interesting character because unlike any of the other main party members she was (mostly) devised after the setting had already been roughed out. she wasn’t something from an older project transplanted to this one, like Nana or Vito, nor was she created for the game but before the setting had been conceptualized, like Ashley.
the first thing we decided on, before her design and even her gender, was actually her name. Jorma was a good sounding short name we both liked, and it would have been used for a (male) character in a failed project jess was once part of.
as the last main party member to be planned, she was born out of necessity in a way. we needed a good sixth member to round off the party, a sort of swing position that could fill the role of healer, tank, damage dealer, when appropriate. a jack of all trades, master of none.
with the white mage / paladin-esque class decided on, attributes of some older ideas were channeled into her design and characterization.


shockingly, I had a lady paladin in full plate as yet another ~planned background character~ for Solipsis. it’s a cute design I think, though not so much something that inspired Jorma per se, more of a coincidentally similar design from a long time ago.
In terms of more recent designs, Jorma also owes a little to an idea for the unnamed RPG iteration that ‘developed’ before we began work on Voyagers. There was this character, a white magic fighter of some sort designated a ‘Valkyrie’. I think her name was ‘Frey’ or something else nordic.


I still like that stripey ‘olga gurlokovich’ shirt she’s got on. maybe jorma can wear one of those under her armor or something.
Jorma’s basic silhouette, a tall slender figure in dark armor, was also not-so-subtly inspired by Cecil from Final Fantasy IV… jess was playing the playstation port of that game around the same time we planned this character, heh.

As Isaac had already been conceptualized at this stage, we needed some way to differentiate Jorma from this other plate-armored melee fighter. White magic was one thing, but design-wise her armor was made to be more… expensive and ornate looking. more noble warrior than mercenary.

another defining factor was that unlike Isaac, who ALWAYS uses big, not-always-practical swords in the style of the traditional video game fighter, Jorma was to be equipped with more ‘accurate’ knightly weapons - polearms, spears, axes, hammers and the like.

when it came time to make a dialogue sprite, jorma went through a couple awkward phases in adapting and coloring the design.


it seems to be the pattern that I get a sprite to a ‘finished state’ before deciding to tear it down and redraw it from scratch.
this is the current state of Jorma’s sprite.

btw im aware that jorma is a male name

Design Development of Knight Jorma

This is a bit of a short one.

Jorma’s an interesting character because unlike any of the other main party members she was (mostly) devised after the setting had already been roughed out. she wasn’t something from an older project transplanted to this one, like Nana or Vito, nor was she created for the game but before the setting had been conceptualized, like Ashley.

the first thing we decided on, before her design and even her gender, was actually her name. Jorma was a good sounding short name we both liked, and it would have been used for a (male) character in a failed project jess was once part of.

as the last main party member to be planned, she was born out of necessity in a way. we needed a good sixth member to round off the party, a sort of swing position that could fill the role of healer, tank, damage dealer, when appropriate. a jack of all trades, master of none.

with the white mage / paladin-esque class decided on, attributes of some older ideas were channeled into her design and characterization.

shockingly, I had a lady paladin in full plate as yet another ~planned background character~ for Solipsis. it’s a cute design I think, though not so much something that inspired Jorma per se, more of a coincidentally similar design from a long time ago.

In terms of more recent designs, Jorma also owes a little to an idea for the unnamed RPG iteration that ‘developed’ before we began work on Voyagers. There was this character, a white magic fighter of some sort designated a ‘Valkyrie’. I think her name was ‘Frey’ or something else nordic.

I still like that stripey ‘olga gurlokovich’ shirt she’s got on. maybe jorma can wear one of those under her armor or something.

Jorma’s basic silhouette, a tall slender figure in dark armor, was also not-so-subtly inspired by Cecil from Final Fantasy IV… jess was playing the playstation port of that game around the same time we planned this character, heh.

As Isaac had already been conceptualized at this stage, we needed some way to differentiate Jorma from this other plate-armored melee fighter. White magic was one thing, but design-wise her armor was made to be more… expensive and ornate looking. more noble warrior than mercenary.

another defining factor was that unlike Isaac, who ALWAYS uses big, not-always-practical swords in the style of the traditional video game fighter, Jorma was to be equipped with more ‘accurate’ knightly weapons - polearms, spears, axes, hammers and the like.

when it came time to make a dialogue sprite, jorma went through a couple awkward phases in adapting and coloring the design.

it seems to be the pattern that I get a sprite to a ‘finished state’ before deciding to tear it down and redraw it from scratch.

this is the current state of Jorma’s sprite.

btw im aware that jorma is a male name

robocorn:

fanelectricboogieloo:

robocorn:

 
robocorn:

fault-classic:

robocorn:

Ha Ha, I know it was probably just some vaguely Celtic set of green circles but I saw something else.

OH NO
Yeah, it’s a Celtic triskele. It was a bit of an involved process picking a good symbol for religions in our setting! Crosses are just so last season ya kno?
Thanks again robocorn!

robocorn:

fault-classic:

robocorn:

Ha Ha, I know it was probably just some vaguely Celtic set of green circles but I saw something else.

OH NO

Yeah, it’s a Celtic triskele. It was a bit of an involved process picking a good symbol for religions in our setting! Crosses are just so last season ya kno?

Thanks again robocorn!

I love seeing the design progress and though-all analysis on your Voyager project. It inspire me to do more of these for my personal project. Keep up the good work.

thank you, lemhan!

personally I’m just glad all those old drawings are actually leading to SOMETHING constructive. finally something to use them for!

best of luck with your projects as well!

robocorn:

Ha Ha, I know it was probably just some vaguely Celtic set of green circles but I saw something else.

OH NOYeah, it’s a Celtic triskele. It was a bit of an involved process picking a good symbol for religions in our setting! Crosses are just so last season ya kno?Thanks again robocorn!

robocorn:

Ha Ha, I know it was probably just some vaguely Celtic set of green circles but I saw something else.

OH NO

Yeah, it’s a Celtic triskele. It was a bit of an involved process picking a good symbol for religions in our setting! Crosses are just so last season ya kno?

Thanks again robocorn!




it’s GR8
that vito tho

it’s GR8

that vito tho

sketches and WIP drawings

Design Development of Nana the Magician
Of all the characters in our project this one is surely the most familiar, drawing from designs that existed in a recognizable state in both solipsis and the unnamed RPG iteration. she was also featured in a fair amount of my drawings as a contrived sort of.. cutesy mascot character for my blog.
not my finest hour.

this design first appeared as a concept for a solipsis background character. rather nondescript at this stage, like most of the concepts for that idea. at this stage I believe her name was ‘Maya’. it’s always been ‘mana’ with one letter changed, geddit?
her humble beginnings go back further than Solipsis, however, with the most basic inception of her design being a ‘Doodle or Die’ drawing based on a, er, ‘sexy nerd girl' prompt.
anyways,the character floated around my blog, appearing in two or three awkward pin-up esque drawings, her design not changing much.

when the first iteration of our game idea came about, however, I started reworking the design to be usable for a party member. this first attempt, in addition to being stylistically unwieldy, was also quite overdesigned.
this was a common problem with designs at that stage, as I would often go off on my own and doodle whatever came to mind, with no thought towards consistency with the narrative or setting. there wasn’t any collaboration or communication going on compared to the ‘Voyagers’ stage of the work, to the project’s detriment.

for a good while her design didn’t stray too far from this revision. it kind of became an artifact of an earlier development period, as I clung to old assets while the rest of the project moved forward.

she didn’t change much when Vito’s armor was slimmed down.

she even had a combat sprite made at this stage. nothing more than that though.

when the game idea changed and became what is now called ‘Voyagers’, jess pointed out how much her older, simple design stuck out when compared to the newer characters who were beginning to take shape.

she went through various overhauls to try and improve and adapt the character, make something usable out of the old idea. eventually a good balance of detail and color was achieved, though there was still an issue that remained.

I’ve never been as good at designing female characters as I am dudes and monsters. I am woefully inexperienced with certain aspects of hairstyling and outfit design. One thing I kept doing was making her hair completely out of rounded shapes - the lack of pointed definition made her look more like a grandma than a girl in her late teens.

jessica gave me a quick sketch of a hairstyle that better captured that youthful look, which was incorporated into her ‘final’ dialogue sprite.

Design Development of Nana the Magician

Of all the characters in our project this one is surely the most familiar, drawing from designs that existed in a recognizable state in both solipsis and the unnamed RPG iteration. she was also featured in a fair amount of my drawings as a contrived sort of.. cutesy mascot character for my blog.

not my finest hour.

this design first appeared as a concept for a solipsis background character. rather nondescript at this stage, like most of the concepts for that idea. at this stage I believe her name was ‘Maya’. it’s always been ‘mana’ with one letter changed, geddit?

her humble beginnings go back further than Solipsis, however, with the most basic inception of her design being a ‘Doodle or Die’ drawing based on a, er, ‘sexy nerd girl' prompt.

anyways,the character floated around my blog, appearing in two or three awkward pin-up esque drawings, her design not changing much.

when the first iteration of our game idea came about, however, I started reworking the design to be usable for a party member. this first attempt, in addition to being stylistically unwieldy, was also quite overdesigned.

this was a common problem with designs at that stage, as I would often go off on my own and doodle whatever came to mind, with no thought towards consistency with the narrative or setting. there wasn’t any collaboration or communication going on compared to the ‘Voyagers’ stage of the work, to the project’s detriment.

for a good while her design didn’t stray too far from this revision. it kind of became an artifact of an earlier development period, as I clung to old assets while the rest of the project moved forward.

she didn’t change much when Vito’s armor was slimmed down.

she even had a combat sprite made at this stage. nothing more than that though.

when the game idea changed and became what is now called ‘Voyagers’, jess pointed out how much her older, simple design stuck out when compared to the newer characters who were beginning to take shape.

she went through various overhauls to try and improve and adapt the character, make something usable out of the old idea. eventually a good balance of detail and color was achieved, though there was still an issue that remained.

I’ve never been as good at designing female characters as I am dudes and monsters. I am woefully inexperienced with certain aspects of hairstyling and outfit design. One thing I kept doing was making her hair completely out of rounded shapes - the lack of pointed definition made her look more like a grandma than a girl in her late teens.

jessica gave me a quick sketch of a hairstyle that better captured that youthful look, which was incorporated into her ‘final’ dialogue sprite.

Design Development of Vito the Cleric
though this guy was only a named concept as far back as Voyagers and the earlier RPG iteration, he has roots in concepts for both of my previous failed projects.
the most basic idea, a young guy versed in white magic who wasn’t exactly very tough, would have appeared in Solipsis in a background party of adventurers.

at this point he was the same nationality as Solipsis’s equivalent to Isaac, another dark-skinned blonde. I think his name may have been ‘Ross’. he was also just blatantly a final fantasy white mage. though I think at this point he already had Rosary beads as his, er, class weapon?
anyways, the modern ‘Vito’ was also cannibalized from another Solipsis character.

though, he owes more of his plot role to this guy than his appearance (red gloves aside) as this guy was part of a retinue of traveling nobles, or something like that. the current Vito is also of noble descent. so yeah.
Vito’s next incarnation was some sort of blonde elf cleric, with more of a paladin slant. I would describe him at this stage as being the ‘Yosuke Hanamura’ party member, the kind of second-banana bro personality with some healing abilities that joins up fairly early on.

at this state of development, like many other things, he was a shitty derivative ripoff of something from the souls games. the same kind of derivative look was also in the works as an Effigies historical figure, though where I would ever have the context to draw that is a mystery to me.

the next phase of his development, though still before the story idea that we’d come to call ‘Voyagers’, was a gradual process of slimming down his armor, making him less of a tank. you can readily see his outfits didn’t have much of anything to make them stand out at this point.


the fluffy neck ruff was the only element of these designs to persist to his modern incarnation.
his later designs in the early days of ‘Voyagers’ would feature white fur trim as a constant motif, contrasted against the black material of the rest of his cloak. these dark areas being surrounded by white rims is an aesthetic probably influenced by the ‘humanity sprites’ in dark souls.

with his color scheme and the major elements of his outfit settled on, it was simply a matter of fine-tuning the look and removing extraneous details to get to his most recent dialogue sprite.

Design Development of Vito the Cleric

though this guy was only a named concept as far back as Voyagers and the earlier RPG iteration, he has roots in concepts for both of my previous failed projects.

the most basic idea, a young guy versed in white magic who wasn’t exactly very tough, would have appeared in Solipsis in a background party of adventurers.

at this point he was the same nationality as Solipsis’s equivalent to Isaac, another dark-skinned blonde. I think his name may have been ‘Ross’. he was also just blatantly a final fantasy white mage. though I think at this point he already had Rosary beads as his, er, class weapon?

anyways, the modern ‘Vito’ was also cannibalized from another Solipsis character.

though, he owes more of his plot role to this guy than his appearance (red gloves aside) as this guy was part of a retinue of traveling nobles, or something like that. the current Vito is also of noble descent. so yeah.

Vito’s next incarnation was some sort of blonde elf cleric, with more of a paladin slant. I would describe him at this stage as being the ‘Yosuke Hanamura’ party member, the kind of second-banana bro personality with some healing abilities that joins up fairly early on.

at this state of development, like many other things, he was a shitty derivative ripoff of something from the souls games. the same kind of derivative look was also in the works as an Effigies historical figure, though where I would ever have the context to draw that is a mystery to me.

the next phase of his development, though still before the story idea that we’d come to call ‘Voyagers’, was a gradual process of slimming down his armor, making him less of a tank. you can readily see his outfits didn’t have much of anything to make them stand out at this point.

the fluffy neck ruff was the only element of these designs to persist to his modern incarnation.

his later designs in the early days of ‘Voyagers’ would feature white fur trim as a constant motif, contrasted against the black material of the rest of his cloak. these dark areas being surrounded by white rims is an aesthetic probably influenced by the ‘humanity sprites’ in dark souls.

with his color scheme and the major elements of his outfit settled on, it was simply a matter of fine-tuning the look and removing extraneous details to get to his most recent dialogue sprite.

alternate versions and rough sketches for that fancy Ashley drawing.