First Drafts!
To start the thumbnailing process, I need to start with the basic sketches, whilst also applying my understandings from my research paper. As a result, I have these first 3 sheets, whilst also indicating the shape language with a red-outline.






From these, you can understand how I’ve tried to incorporate and focus on shape when considering proportion and scale. An example specifically being the Aeonium thumbnails, with the characters having a predominently rectangle shape, but making use of a large majority of the space in order to emphasise its scale.
Alongside this, it was incredibly important to understand the silhouettes that correlated depending on the role of the character, with the monstera silhouettes being the most defined and clear with features being clear demonstrating a feeling of uneasiness, on top of the Aeonium’s being more blocky and full; which adds to the intimidating nature of a tank.
However, this same premise doesn’t exactly apply to the Aglaonema, considering it uses a variety of shapes to understand which one is the easiest to feel safe around, of which the square or circle fills this expectation. On the other side though, it can be argued that the rectangle shaped figure looks quite approachable, whilst the triangular shape was trying to appeal more towards the warrior ideation rather than the supportive figure concept. Following these concepts, came my selected first thumbnail to further iterate into different ideas.

Iterative Process!
As mentioned above, I needed to take these concepts and create more concepts from their features. I primarily achieved this by taking the original thumbnail, and trying to iterate features and design aspects from the other original thumbnails into the design. This way I would still be making use of my research for my concepts whilst also pushing and adapting new unique designs for each character class.






For the iterations, I wanted to focus on specific elements I felt that weren’t as strong in the original design, and focus on that to change shapes and hone in on a silhouette that was satisfying to look at, whilst also being easy to understand and fitting in the plants assigned class. As well as the previously mentioned aspect of combining features from the original thumbnails.
In particular. my lecturer provided me with strong feedback which helped me when it came to iterating and designing the Aeonium designs, as he noted that both iteration 1 and 3 had issues. It1 struggled with looking too close to the original, whilst also being too condensed, it needed space to demonstrate how intimidating it truly was. It3 was argued to not look intimidating enough, and more approachable than the other 2 designs, which is the opposite of which I wanted to achieve.

After my lecturers feedback, it resulted in the iterations looking like this:


Notably you can see that It3 has a pot combined with the plant, similiar to thumbnail 2 from the original concepts, and the arms for it3 are more prevalent and spaced out, whilst still remaining at a point of similar reach and scale.
He also made some pointers regarding my monstera concept, informing me that use of the macuahuitl would work way better than a basic greatsword. This is something that can be noted in my designs for It1, and as my notes suggest, I wanted to take the weapon and replace It2’s existing weapon with it, as well as add more depth and solidify the shield I had designed.



Following this feedback and changes that I had made, it was time for me to compile the final concepts so that I could move onto colour testing and value arrangements.
Final Designs!

For now this is the end of my iterative process for thumbnail designs! In my next blog I will be discussing colour testing and deciding the final colours that fit the design, based on my research and understanding of character roles – ergo my Proof of Concept for the project guidelines. Whilst originally my plan was to have the 3 characters ready with front and side views, the time constraints have hit quite hard, as is apparent from the date of this blog. To combat this I have to scale down, but ensure those sheets will be completed when it comes to final production in E2.
See you next week for the Proof of Concept and finalised colour maps!