big
This commit is contained in:
@@ -0,0 +1,85 @@
|
||||
# Character Art Direction
|
||||
|
||||
## North star
|
||||
|
||||
Papaya Shooter is **urban anime first, expressive utility tech second**.
|
||||
Grace Howard from *Zenless Zone Zero* is a directional reference for the
|
||||
relationship between character and machinery: confident, readable streetwear
|
||||
and personality remain dominant while a few believable tools explain
|
||||
extraordinary movement. It is not a costume, silhouette, or prop set to copy.
|
||||
|
||||
The working ratio is:
|
||||
|
||||
```text
|
||||
90% character / urban anime
|
||||
10% functional mechanics / technology
|
||||
```
|
||||
|
||||
The ratio is perceptual rather than a polygon count. At combat distance, the
|
||||
player should identify face, hair, body language, clothing silhouette, team
|
||||
colour and weapon before noticing a mechanism. Technology earns attention only
|
||||
when its related action begins.
|
||||
|
||||
## The 90%: character and city
|
||||
|
||||
- Strong hair, face, garment and pose silhouettes carry recognition.
|
||||
- Clothing uses broad graphic panels, asymmetry, layered streetwear and one
|
||||
clear accent rhythm instead of dense sci-fi segmentation.
|
||||
- Materials stay readable: cloth looks soft, rubberized trim looks matte, and
|
||||
skin/hair keep their anime value grouping.
|
||||
- Decals, seams and accessories describe taste, job and attitude before lore.
|
||||
- Animation sells confidence and intent. The body leads; hardware follows.
|
||||
|
||||
Avoid full exosuit coverage, exposed machinery on every limb, uniform emissive
|
||||
strips, or greebles spread evenly across the body. Those invert the ratio and
|
||||
turn a character into a vehicle.
|
||||
|
||||
## The 10%: hero tools
|
||||
|
||||
Each character may express the same movement verbs through a different form
|
||||
language, but the function and timing remain legible.
|
||||
|
||||
### Jump jets
|
||||
|
||||
Jump jets support bunny-hopping, air correction and quick direction changes.
|
||||
They may live at heels, calves, a belt, coat hardware or a compact backpack.
|
||||
The visual event is a short deployment, a graphic thrust wedge, and a fast
|
||||
retraction. The audio is mostly air/thrust with one soft actuator detail.
|
||||
|
||||
### Grappling hook
|
||||
|
||||
The grapple needs three readable beats: launch, latch, and loaded reel. Its
|
||||
housing may be wrist-mounted, weapon-mounted, hip-carried or deployed by a
|
||||
small companion device. Cable direction and tension matter more than housing
|
||||
detail. The mechanism stays quiet enough that the body swing remains the hero.
|
||||
|
||||
### Thrust dash
|
||||
|
||||
Dashing is a decisive impulse, not sustained flight. Thrusters may appear at
|
||||
the waist, shoulder blades, boots or weapon rig. Use a clean ignition core,
|
||||
directional air wedge and brief afterimage. Do not add a rattling engine loop;
|
||||
the device should be visually dormant again by the recovery pose.
|
||||
|
||||
## Shared visual and audio law
|
||||
|
||||
- **Idle:** technology is folded, dark and quiet.
|
||||
- **Anticipation:** one seam opens, nozzle pivots, or latch arms.
|
||||
- **Action:** a single bright shape and clean thrust/mechanical cue explains
|
||||
the verb.
|
||||
- **Recovery:** the tool retracts quickly and character animation takes focus.
|
||||
- **Sound ratio:** roughly 90% motion, thrust and body; 10% relay, latch or
|
||||
servo. No constant rattle, scrape wall, or narrow high-frequency chirp.
|
||||
- **VFX ratio:** one authored wedge/ring/line is preferable to many particles.
|
||||
|
||||
This law lets characters share technology without looking mass-produced.
|
||||
Function, gameplay colour and timing stay consistent; placement, casing,
|
||||
fasteners, deployment motion and wear pattern belong to the individual.
|
||||
|
||||
## Review questions
|
||||
|
||||
1. Does the silhouette still read as a person before it reads as equipment?
|
||||
2. Can the movement tool be understood during its active animation?
|
||||
3. Does the hardware disappear from attention when inactive?
|
||||
4. Is every mechanical sound attached to a visible or gameplay-relevant cause?
|
||||
5. Would removing half the greebles improve the character? If yes, remove them.
|
||||
|
||||
Reference in New Issue
Block a user