GTQ Blog

Game Character From Sketch to Final Product

Designing a game character is a complex process that requires both creativity and technical skills. No matter the genre, a well-developed character is key for deeper immersion into the game universe.

We're going to share our character creation pipeline from sketches to the final product. We'll show you how ideas get turned into sketches, then into detailed models, which are then brought to life with the help of animation. We hope this inspires you to create your own unique characters.
Ksenia Markina
Lead of Concept Art Team
Stage 1. Research: quick character sketches

It all starts with exploring ideas. The art director indicates that a new character is required, and the Concept Art team gets to work.

"When searching for the right idea, we use a lot of trial and error: we suggest things, we make sketches, we change things, we add stuff, we erase stuff. At this point, sketches can look rough and messy. It's all part of the process. The goal is to quickly visualize an idea so that we can discuss it with the art director. Sketches like these don't get showcased on ArtStation, unlike the final versions of characters," explains Kseniia Markina, our Concept Art team lead.

This is the stage where the main features are decided upon: the character's gender, their physique, the length of their hair, whether they carry weapons or not, and so on.

The team comes up with 20 to 30 sketches, experimenting with various ideas, aesthetics, and shapes, to find the best possible appearance and general style for the character.
Stage 2. Concept creation: finalizing and detailing the selected sketch

As soon as the general direction of the work has been established and approved, the team continues on to the concept art itself, that is, a more detailed visualization of the idea.

The concept art conveys the essence of the character to the utmost degree, from their appearance to their personality. This helps reduce the number of fixes that need to be made at subsequent stages.
What we're making isn't a game asset to be implemented into the game, but a visual specification for other teams to use in creating the character.
The artists work on fine details and textures, as well as the character's clothing and accessories. They also pick the pose that best reflects their personality. The latter is essential for the Animation team, who use it to determine the way the character will move: shy and reserved or more sweeping and self-assured.

Every concept artist has their preferred technique. Our team uses a variety of methods, from line art and flat colors to photobashing and 2D rendering. It doesn't matter, however, what technique is used for the concept art. What matters most is that all the necessary details are accounted for in the design.

Various poses and points of view are used in concept art: three quarters, front and back view (which are useful for 3D artists from a technical standpoint), action poses, a number of angles for the Animation team, and more.

Concept artists need to have a deep understanding of what happens to the character after they finalize the concept. The Art department consists of multiple teams, and in order to create a functional visual specification, the concept artists need to have a good grasp of the pipeline.
Stage 3. Modeling: character sculpting

The finalized and approved concept art is then passed on to the team that does the modeling.

This workflow also proceeds from general form to fine details. The character's basic shape is created first in order to define their proportions and silhouette. At this point, the character can be viewed from all angles so that all the necessary amendments can be made.

After the basic shape has been finalized, it's time to work on the high-poly model — the more realistic and detailed of the two. Muscles, fabric folds, skin texture and other elements are added here.
Stage 4. Texturing and grooming: adding and setting up the materials

Texturing and grooming take place next, either at the same time or one after the other.

Texturing is the process of wrapping the 3D model with textures to add color, reflections, roughness, and other visual details.

This is the stage where the character is given their unique and lifelike features: blush on their cheeks, the glint in their eyes, the distinct look of their skin and clothes, etc.
Texturing brings the character to life using fine details that make them realistic and visually appealing.
Stage 5. Animation: setting up and animating the 3D model

Once the work on the character's appearance is finished, the animators take over.

A character might need various animations: an idle stance, a death animation, a respawn animation, and animations for every skill, among others.

Quality animation adds to the game experience by making interactions with characters more exciting and dynamic. The character's personality, their skills, the scope of their attacks, and the like must be taken into account at this crucial stage.
Stage 6. VFX: adding visual effects and adjusting the lighting

Once the animations are finished, the VFX team starts working on special effects.

Visual effects have a number of functions: they facilitate immersion into the game, enhance the gaming experience, pull on the player's heartstrings when they lose or win, add interactivity, and make characters more unique, among other things.

Here is a video clip showing some effects created by our team:

Creating a character is a team effort that requires streamlined work from the artists, the modelers, the animators, and the programmers. Each stage is a step closer to creating a unique and memorable character.

The concept art provides the visual essentials of the character, modeling gives them three-dimensional shape, texturing and grooming add realism and fine details, animation breathes life into the character, making them interactive and expressive, and visual effects enhance the atmosphere and emotional effect of the character in the game world.

However, creating a well-rounded game character relies not only on technical skills and artistic talent; it also requires psychological understanding to make sure that the character will be met with enthusiasm by users. That's why knowing your audience and predicting their reactions matters so much.
Rapid fire questions for Kseniia Markina, the Concept Art team lead:
Q: What is the main goal of the Concept Art team?

A: At the concept art character creation stage, all the essentials are established: the character's physique, clothes, weapons, and personality. We need to reflect those down to the finest details. If we miss something at this point and decide to make changes later, that can negatively influence our deadlines. Our work is important not only for the visual image of the character, but also for the efficiency of the development process overall. In fact, we give our colleagues from other departments the final version of the character, but in 2D, so that they can bring it to life.
Q: Is there a rule of thumb the artists use when creating a character concept?

A: There are certain archetypes the artists keep in mind. These archetypes make the character easily recognizable for the audience. An archetype acts as a skeleton of sorts to which the artist adds unique traits and details. For example, an archetypal archer wouldn't be muscular and broad-shouldered because they need to move freely and hide easily.
Q: How is the character chosen from the multitude of sketches?

A: The art director knows the project to a tee and sees the whole picture. They know the target audience and can predict their reaction to a particular character. Of course, 100% accuracy is never guaranteed. There is no checklist for selecting the right character. Art direction is a complex, high-responsibility job.
Q: Do you ever disagree with the art director's choice?

A: We might not see eye to eye sometimes, but we have a common goal, and I trust my colleagues. We are all always open to discussion and compromise. It's our job. As I said, the art director has more experience and can see further and more broadly than the artist. It is possible that neither of our suggestions gets approved, and that's alright too. If that happens, we discuss the technical specifications, amend them, and continue our research in order to come up with new suggestions. By working as a team, we offer ou experience and our vision to each other. One person might notice something that another misses. Together, not only do we achieve the best result, but we also learn from one another.