Stellar, a character concept of a young girl.
I envision the character as having a typical skilltree that enables her to develop superhuman strength, perform non-lethal takedowns, manipulate space and matter, and ability to slow down time considerably. The frequency that she is able to use these skills can be limited by scripted scenarios and mission objectives so that she and the player must rely more on intelligently using the environment to outmaneuver and outsmart their foes. Though the encounters are fast paced with mostly run, hide and flanking tactics, I imagine the entire game to be slow paced so that the players could enjoy the visuals and absorb the atmosphere.
An example combat scenario in this imaginary game that I have in my head could be an encounter with a group of armed guards also having celestial DNA. Since she can analyze situations quickly and move quite fast, she can avoid incoming bullets by calculating their trajectory before they hit eliminating the need for her to do acrobatic dodging, she can just run around gracefully in the level moving very fast cover to cover without getting hit (thus making her look she's in control of the situation) while trying to get close to an opponent so that she may be able to use melee power attacks (sort of like how Wonder Woman would pound a villain, with complimentary high pitch sound effects with every punch ) which are her specialty. The player on the other hand lacks these special abilities but can watch and use typical fps weapons and a few special gadgets to help her gain the upper hand in combat.
*currently listening to: The Amazing Spider-Man 2 OST - I'm Electro, Street Fighter IV Training Extended [https://www.youtube.com/watch?v=tpgFYsiBSyk]
Posting the initial idea I had for my female warrior painting, I'm changing the clothing design back to a leather top and leather capri. I was inspired to paint this by some very realistic airbrushed paintings I saw in an old magazine. Haven't added shadows to the eyes yet, still working on proper shading and shadowing. For this exercise I refrained from using photo manipulation (which is a legitimate workflow practice in a production environment). I used mainly the standard brush and smudge tools in Photoshop plus blending modes and layers. At first I wanted to use just the standard brushes but creating the subtle shading and color gradiation was too difficult and time consuming without the use of smudge and blend modes.
CHARACTER CREATION PROCESS
Celeste, a character sculpted in Zbrush. Modified version of my entry to Game Artisan's previous Comicon Challenge. Planning to add a round base at the bottom. Knees look swollen at the moment, will fix it later.
*currently listening to: Breath of Life
Very wip composition studies. Final composition's camera perspective will be the top one. This view is perfect as well.