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WICKED WIZARDS CHARACTER OVERVIEW

Wicked Wizards has three playable character classes: the reckless fire-wielding Pyromancer, the stone-clad Abjurer, and the noxious Alchemist.

As one of the team's character artists, I was responsible for assisting in character concepting and iteration, creating each class's first- and third-person models and textures, and finally importing and integrating each character's animations into Unity.

CONCEPTS & ITERATIONS

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A defining pillar of Wicked Wizards is its blend of high fantasy and heavy metal aesthetics. Since our players take on the role of a band of evil wizards, we especially wanted our character designs to embody this theme.

My concept work on Pyromancer and Abjurer mainly consisted of expanding on their initial rough designs. In these iterations, I focused on pushing the heavy metal and dark fantasy motifs further by better defining their outfits/armor and incorporating stylistic elements inspired by death metal iconography.

My work on the Alchemist started with creating a few different design concepts. Alchemist is a support character, whose arsenal of potions can either assist her teammates or weaken her foes. I wanted her design to be a blend of alternative fashion and a dark fantasy plague doctor look. These concepts went through a few quick rounds of iteration before landing on the final design.

ALCHEMIST

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  • MODEL TEXTURE ▲10990
PYROMANCER

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  • MODEL TEXTURE ▲10729
ABJURER

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  • MODEL TEXTURE ▲13438
UNITY ANIMATOR INTEGRATION

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In addition to concepts, models, and textures, I was also in charge of importing the characters into Unity and setting up each class's animator.

My general animator setup for these characters consisted of three main layers: a base layer, upper body override, and full body override.

The base layer handles all base movement, such as idling, running, and jumping. The upper body override layer contains all attack animations. Since the player can move and attack simultaneously, all attack animations are masked to only affect the rig's upper body bones. Lastly, the full body override layer houses the animations that should fully override all others, such as player death.

RENDER GALLERY

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