Designing the Demons

Continuing on from my initial concept with Kasdeia and how she could summon demons I began drawing out ideas heavily influenced by Chris Ryniaks work. These would be the demons in their summoned form however, I wanted to look into the way they would appear before taming. Along with altering designs from concepts I had already viewed I worked on my own.  The first of these was the idea of a giant toad/ frog creature I was struggling to create a creature that looked fierce enough therefore referenced one I had already found and altered different aspects of this along with merging matte painting techniques.

The second of my designs was that of a leviathan, not those shown within the Final Fantasy series however, more of a biblical type. Again, I used ideas from Chris Ryniak’s work to influence me when designing out the summoned demons. The following step was to draw out the not tamed idea of the leviathan this was another concept where I took aspects from my references and blended it in with a final idea, I feel like this is a downside to the first two concept pieces as more of my own influence could have gone in to them.

The following concept was for a demon rodent or small creature, the idea I chose to go for was a hamster as its so controversial as to the idea of scary.  I found it difficult to find a reference picture for the proportions of this however, after some time I found a suitable image for me to base my drawing off. From this image I then added in slightly more threatening features such as sharper teeth and green slime finally finished by a extruding tongue. The fear aesthetics of this creature came from a mimic in the dark souls series.

The final and what I believe to be the most successful in the concepts was that of the sabre tooth demon god. I wanted this to be one of the main demons that Kasdeia used if not had summoned on a permanent basis. For the idea of godlike I gave it tendrils either side of its face that harnessed magical powers. Although similar to whiskers in there placement they where more like sensors. The inspiration for this idea came from the Coeurls within Final Fantasy XV and how they used the tendrils to charge and harness lightning powers. The main feature of the demon was the sabre tooth face and body. For this I searched for both 3d models and fossilised references. Overall I believe this was the more successful of the concepts and is the one I will be taking forward over others.

Link to time lapse video of sabre tooth god:


Character Creation.

During the third trimester studying Game Art and Animation two of our main modules consist of creating a game character or creature in 3d. In order to have a successful outcome within this unit human anatomy must be explored through a series of ways the main one of these being life drawing. Having already done life drawing in the past I already had a small knowledge on the proportions needed to draw a human correctly. even with these skills though I still struggled in drawing humans in various poses. Therefore took this further within both class exercises but within my own time too.

I will be posting regular updates and progression videos on my life drawings skills as well as character design, concept and modelling. All of this along with my sources of inspiration and how I came up with the character/s.

Life Drawing Practice 1:

Environment Design; Group Project

TechDoc17_03_17 Document Reviewing the process and methods used within recent project on environment design.

Turn Around of the library building:

Single Shot Renders:

Steampunk Temple


This is the final composition for what is titled ‘Project Sloth’ the inspiration on the layout was taken from Bone Temple as mentioned in a previous post.  Although I was planning on adjusting the layout to a new temple as well as discussing this with the group it came to a decision that this would be the more appropriate image. Furthermore the textures, values and overall feeling of the image was a lot stronger than other layouts tried with one example being;


Although the rule of thirds is evident within both and very similar in the placement of the main image I could not get the idea across of steampunk. Furthermore this would have been more awkward within the group as their objects could not be placed accordingly.

Testing New Composition

Instead of having a flat image for the conceptual piece and it not telling much of the story I started playing around with the idea of a new composition. Mainly looking at caves and distant buildings to represent a city rather than an open desert.  I feel as though the result of this piece was a lot stronger than any previous pieces because of the more defined values within the rocks however due to not using the right opacity or pen pressure the result was too blocked out and not enough detail. I somewhat adjusted this through the use of a filter although when working on the next expansion to this composition I will be fixing this through having pen pressure set. Another factor this would improve would be the blending of colours.

Unfinalised Concept.

I have started to work on the overall concept piece for “Project Sloth” having next to no experience in PhotoshopCC I struggled creating this. With that being said I am happy with the outcome a few aspects could be changed but I will be looking at the positive elements of the concept piece first. One thing I do like would be the sky and how the texture look as though it is clouded or raining within the distance also the gradient created throughout the sky works well for the piece in creating a sunrise which was the intended outcome. Another factor that I like about the finished image would be the rocks and sand more specifically how the textures and line depth show the direction of value. This also adds a sense of movement to the still image.

Now looking at the negative factors and how I could improve on these one thing stood out for me and that’s how there is not much detail within the buildings. Even if these are in the distance I find that more detail could be added to them making key features of the overall steampunk/ dystopian theme more distinguishable. Contrasting to this when looking at the direction the light was coming in from (Back light) it came to my attention that the buildings would not be visible in so much detail therefore I will be changing this element within my next drawing possibly making them silhouettes.


I have uploaded a YouTube video over on my channel AkiYamiGameartandAnimation of the progress of this drawing, overall the drawing took 2 hours. The programme used was PhotoshopCC and drawing tablet UGEE2100. The same video can also be seen below however, if you like my work subscribing and liking the video would be highly appreciated.

Stone Texture Study

Another video uploaded for “Project Sloth” within this speed drawing I am creating a texture study of stone using a mix of blending techniques and lighting knowledge. If you would like to see more of my videos as they get uploaded please feel free to have a look over on my channel at;