Renegade

Original character rigged for games and animation, including a mechanical jetpack, adjustable goggles, and furcards.

Refuses to explain why she has a second pair of goggles.


Objective

Design, concept, and develop a "nomad" character who can navigate floating islands in the abyss, to be implemented in a game project. Inspired by Project Nomads and Aloft.

Results

A functional game llama! Complete with fur cards, blendshape expressions, a mechanical jetpack rig, and over 50 animations that are used in-game.


A trailer for the prototype version of Abyss.



With over 50 animations, I heavily utilized animation blending to make gameplay around the Renegade feel smooth and reactive.



Demonstration of expressions, which utilize a mix of blendshapes (for facial + goggle deformation) and skeletal (for ear + goggle placement) animation. Various stimuli during gameplay cause the Renegade to emote.



Llama character in-game

Still of the Renegade inside Godot Engine.



Wireframe of the llama character

Wireframe of Renegade in Blender. Since the character is intended for games, I minimized topology, and instead leaned heavily into textures. Fur cards were chosen due to their simplicity with geometry nodes.


Concepts

I already had a basic idea of the character based on previous explorations, then chose to redesign them with a stricter, more angular theme to match the hostile environment.


Extreme Renegade poses

Extreme poses to determine the character's range of motion.



Rough Renegade concepts

Initial concepts. I make heavy use of shape theory when designing characters to further emphasize their personality and purpose. I ended up 'plussing' the concept in a variety of places while modeling.