World Building – [Task01] Character Concept.

Statement of Intent

Horus [The Great], Egyptian God of Vengeance.


Above are some silhouette images I created to start my design. I took the anthropomorphism of the hawk to be the main visual feature to draw upon. I decided to do silhouette based on different percentages of animal to human. For all of these images I took the essential component to his lore – The crown of upper and lower Egypt and integrated it into all of the designs above.

1.] The first silhouette was based of the ancient Egyptian interpretation of Horus, as a man with the head of a falcon. Although loyal to the source material, i feel that this design is rather exhausted and has an unnatural “cutoff” point between the body and the head making the design seam very divided.

2.] This design was based on a avian put into the anatomy of a human. The wings on the back being a defining part of the silhouette. Although this silhouette is the most striking at first glance, it is very complex and would be difficult to make the design itself not feel “cluttered” after adding all the levels of detail of a finished design.

3.] This “human with a mask” design would be the most realistic interpretation of Horus if he were to be a human being, but i did not want my design to be fundamentally human – this also takes away from and “Godly might” the character might have visually.

4.]  The design based on the hawk was one seen in several sculptures in Egypt. The hawk with the double crown is recognisable but I feel that this design might be quite hard to integrate into a game featuring humanoid characters as well as trying to get a Hawk-like figure to manipulate objects.

5.]  This final design was closer to the first silhouette but with some modifications. Many of the human features were clouded with hawk anatomy. blending the two together to make a more fluid and consistent design. The fabric at the back could be replaced with tail-feathers to give it an even more animal-like appearance alongside the talon-like hands and feet and a smoother transition between feathers and skin.

Sketchbook Studies

A numver of sketches exploring the design of the character Horus

Initial ideas sketched in notebook:


Sketchbook drawings.




Rooftop Game (Team BubbleBee)

This project involves making a New York rooftap as a playable level as a vertical slice of a game. We will be working as part of a team as an experience of actual game development. Very few games are developed is carried out in isolation. Also, team working experience is increasingly recognized by employers as a transferable skill.

We were put into randomised groups of five to seven, and split the roles amoungst us. there roles were:

  • Producer
  • 3D Artist
  • 2D Artist
  • Scripting
  • Game Designer

My roles in my group was Producer/2D and Sound design.

We used Trello as our Design document and communication tool. Seen here:

Below you can see the assets/work that i have produced:

-Concept work

platform doodles aka sorry my handwritinglightsurubridges_rearranged

1.] Designs for time Square (center platform) – floating/suspension ideas.

2.] Ideas for futuristic traffic lights.

3.] Connecting bridge designs [linking buildings and platforms etc.]



Seamless textures created in Adobe Photoshop.


A few bump maps I created in class after I installed it on my laptop and bought it in for the group to use.

– Sound design


The .ZIP file above contains all the edited sounds I created in Adobe Audible. 95% of sounds were recorded by me, all sounds were edited in some way. All of the few stock sounds used are royalty free.

-Bug testing feedback form

Feedback document made to test our game with.

Although my main role was producer, my group was very self directed and I wanted to give everyone a chance to “lead” at some point. I took it upon myself to try and help with any tasks I was proficient in (mainly sound/2D) to help my team where I could, filling gaps when people were absent alongside general book-keeping. I tried to keep the Trello board organised by adding labels and making checklists along with weekly reviews for the team and talking to them about things that may be holding them back, but trying not to harass or distract them too much.

Throughout the entire project my main goal was to smooth out the production of our work, and as my team was so self-directed and professional I did not have to make backups of files as people were all backing up their work already, coming in to most lessons/meetings and generally “getting on with it”  throughout the project of their own accord. This means that I found myself in other people’s roles quite oftern just helping out where I could, doing things like installing CrazyBump on my laptop and bringing it in for my team to use, or give me textures to make bumpmaps for.

Because I’m more 2D orientated I was not much help with the 3D side of things, but since we had four group members all with 3D as their specialty I felt that this was okay. Although at some points was a little useless as I did not trust myself to model something or map my textures to save someone else the time, as I knew that someone else would likely have to fix/redo the work afterwards which would take even longer. I decided to focus my efforts elswhere and produce a higher quality work for the team, focusing on my strengths.

Late into the production I noticed we had no sound effects, so I took it upon myself to be the audio director. I rented a sound recorder from the university and recorded as many of the game sounds as I could, using Adobe Audable to cut, edit, layer and filter the sounds using my knowledge from my ND in Music Technology to make our sounds sound fuller and less “stock sound”-like. This also made our sounds completely unique. I put a lot of time into the audio, which is a very vital part of making a video game feel immersive. Although it was not a role, I feel that sound design (or a lack of it) can make or break a game. Hense why I put so much time and effort into making quality audio to go along with all the quality work my team had produced.

Overall I am very proud and happy with what we produced. We were lucky to get a team where everyone was put in a role they were comfortable with, and people that worked well together. We made a high quality vertical slice of a game together and i hope to work with some of these people again in the future.