Poisonous Voodoo Priestess Aina 
Is full character development for the project "Nagara: Ritebound" from early concept exploration to in-game view implementation.

Process included:
- visual language and thematic research
- concept exploration and silhouette search
- color drafts and final palette selection
- character design and turnaround
- facial expressions sheet, "daily routine" poses sketches
- prop design (ritual staff)
- VFX concepts for abilities and gameplay actions
- final key art and in-game isometric view

Aina is a poison priestess who channels spirit energy through rituals and serpent magic. Her design combines themes of voodoo mysticism, venom, bones, and ritual artifacts to create a character that feels both dangerous and spiritual.

The goal was to build a character that works across multiple production stages - concept art, gameplay readability, VFX language, and promotional illustration.




Tools: Photoshop, chat GPT
final key art
final key art
 LOGO and in-game isometric view
LOGO and in-game isometric view
character design and turnaround
character design and turnaround
 facial expressions sheet, "daily routine" poses sketches
facial expressions sheet, "daily routine" poses sketches
 character design and prop design (ritual staff) turnaround
character design and prop design (ritual staff) turnaround
 VFX concepts for abilities and gameplay actions
VFX concepts for abilities and gameplay actions
 visual language and concept exploration, silhouette search, color drafts and final palette selection
visual language and concept exploration, silhouette search, color drafts and final palette selection

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WuG
Fire elemental samurai
Is one of serial character development for the project "Crimson Heat" from early concept exploration.
Fire Elemental Samurai — stylized character concept created for a game-ready universe inspired by elemental yokai and heavy samurai aesthetics.
The goal was to combine chunky readable shapes, strong silhouette design, and molten volcanic materials into a clean AAA-stylized workflow.
Focused on:
bold proportions and visual clarity,
lava-driven emissive lighting,
simplified but expressive material rendering,
gameplay-friendly silhouette readability,
dynamic key art composition for marketing and icon presentation.
The process included silhouette exploration, weapon iterations, facial expression studies, turnarounds, and final beauty-shot rendering.
Rendered with a Riot Forge / modern stylized Blizzard-inspired approach, balancing painterly softness with sharp graphic accents.
Tools: Photoshop, chat GPT

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