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Characters and Animation in Erdaria: Hunt for the Mummer

Characters and Animation in Erdaria: Hunt for the Mummer

  • Client
    Privat person
  • Platform
    iOS, Android, PC
Creating 2D characters for the game Erdaria: Hunt for the Mummer is a complex process requiring close collaboration between the art department and developers. In this case study, we explore the creation of warrior characters of various races and combat styles for key game mechanics: trading, battles, and tournaments.

Case Features

  • Medieval fantasy style with elements of Asian motifs
  • Variety of races: Human, Krast, Ridenord, Dorotei, Galapax, Ennderian, Beast, Machine
  • Combat styles: Warrior, Mage, Archer, Support, Healer, Defender
  • Over 90 characters

Goals and Objectives

1. Developing Unique and Functional Character Designs:
  • Aesthetic Individuality: Create memorable visuals for each race (Human, Krast, Ridenord, Dorotei, Galapax, Ennderian, Beast, Machine) and combat style (Warrior, Mage, Archer, Support, Healer, Defender), so players can instantly recognize their role and affiliation.
  • Gameplay Readability: Ensure character designs highlight their combat functions without overwhelming visual perception, facilitating seamless interaction within game mechanics.
2. Maintaining Artistic Style Consistency:
  • Unified Visual Concept: Guarantee that all characters harmoniously fit into the game’s overall style, blending medieval and fantasy elements.
  • Atmospheric Immersion: Designs should enhance the game’s mood, reflecting each race’s unique traits and supporting the epic atmosphere of battles and tournaments.
3. Adapting Characters for Different Game Contexts:
  • Role Versatility: Ensure character designs align with their functions in various game modes (trading, battles, tournaments), accounting for unique animations and equipment for each context.
  • Cross-Platform Compatibility: Create flexible assets that look and function equally well on mobile devices (iOS, Android) and PCs, considering differences in performance and screen resolution.

Interesting Fact

Character design was developed in parallel with their overall placement on battlefield backgrounds, allowing artists to account for the scale and proportions of the environment for accurate fighter representation in locations. This also helped balance the visual hierarchy between characters of different quality (epic, rare, etc.).

Development Stages

Research and Concept Art

Reference Research: Artists studied mythology, descriptions of clothing and armor from the original work, fantasy games, and cultural specifics to create a unique look for each race. For example, Krast were inspired by nomadic warriors, while Machine drew from steampunk mechanisms.

Concept Art Creation: Sketches were created for each race and combat style, considering their character, weapons, and features. For example, the Human Warrior received classic armor, while the Ennderian Mage got ethereal robes with magical symbols.

Style and Palette Development

Style Definition: A style combining medieval elements with fantasy and Asian motifs was approved. For example, Ridenord feature Scandinavian warrior motifs, while Galapax have vibrant, exotic patterns.

Color Palette Creation: Each race received a unique palette. This ensured visual distinction and coherence.

Detailed Character Rendering for Combat

Combat Appearance Design:
  • Creating unique silhouettes and equipment for each race (Human, Krast, Ridenord, Dorotei, Galapax, Ennderian, Beast, Machine) and combat style (Warrior, Mage, Archer, Support, Healer, Defender). For example, the Human Warrior in heavy armor with a sword and shield, the Ennderian Mage with a mystical staff and glowing runes, or the Krast Archer with a curved bow and light leather armor.
  • Special attention to details reflecting the race’s character: predatory features and claws for Beast, metallic elements and gears for Machine, vibrant ornaments for Galapax.
Combat Action Animations:
  • Developing dynamic animations for attacks, defenses, and unique abilities. For example, the Ridenord Defender raises a massive shield with a heraldic pattern, while the Dorotei Support summons reinforcements with a smoke effect.
  • Creating smooth transitions between stances, strikes, and dodges to ensure movements look natural and match the character’s combat style.
Integration into Combat and Tournament Scenes:
  • Adapting designs for tournament arenas with ceremonial elements: cloaks, tournament helmets, banners to enhance epicness. For example, the Galapax Healer gains a glowing halo for spectacle on the arena.
  • Accounting for combat composition: characters are rendered to stand out against the background without blending into it.
  • Adding lighting and shadow effects to create a dramatic atmosphere, such as reflections on the Human Warrior’s armor or magical glow around the Ennderian Mage.

Team Composition

  • 2D Artists
  • Spine Animators

Interesting

  • Technology: Adobe Photoshop + graphic tablet
  • Technology: Spine

Gallery

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