Character Design Task 1: Personification

24.09.2025 - 26.10.2025 ( Week 1 - Week 5)

WANG JINYI / 0374697

GCD61704 / Character Design / Bachelor of Design (Honours) in Creative Media / Taylor's University

Task 1: Personification 

TABLE OF CONTENT

Instruction

Task 1

Feedback

Reflection

INSTRUCTION

TASK 1: Personification

For this task, we were required to create a personified character based on an existing IP (game, movie, anime, or book). I chose Sky: Children of the Light, a game that deeply inspired me during the pandemic. Its world feels peaceful, healing, and full of imagination — it’s a place where players can freely express themselves and share light with others.

Throughout this project, I documented my progress step by step, including ideation, sketches, research, and final artwork. 

Ideation Process

My idea started from the warm and comforting tone of Sky. I wanted to design a character that fits naturally into the existing art style — soft, minimalistic, and filled with gentle light.

I created Kaya, a guardian spirit inspired by the forest and deer symbolism. Her world, The Whispering Grove, is a hidden area in the Hidden Forest, representing harmony and quiet connection with nature.

Fig 1.1 Hidden Forest in Sky (01/10/2025)

Character Inspiration



Fig 1.2 References & Moodboard (01/10/2025)

Kaya’s design draws inspiration from multiple sources — the gentle and nature-linked aesthetic of Yao from Honor of Kings, the mystical charm of Yanfei and Lauma from Genshin Impact, and traditional depictions of half-deer spirits in myth and folklore.

Her name “Kaya” means “Elder Sister” or “Wise” in the Hopi (Native American) language, perfectly fitting her kind and mature guardian personality.

The World & Story

Fig 1.3 World Moodboard (01/10/2025)

The story takes place in The Whispering Grove, a misty and forgotten forest filled with spiritual energy. Kaya guards the Heart of Nature, the source of life for all living things.

When the forest fell silent — not from darkness, but from being forgotten — Kaya sacrificed part of her light to seal the Heart beneath the ancient altar, waiting for a kind soul to one day awaken its melody again.

Character Abilities & Weapon



Fig 1.4 Weapon design sketch & Reference (15/10/2025)

Kaya possesses the ability to communicate with living beings, listen to the voice of nature, and protect her surroundings through spiritual energy stored in her glowing blue antlers. When needed, these antlers form into a spirit bow, allowing her to defend the grove.

Character's Silhouette & Outfit 

To design Kaya, I first had to study the amazing character work in Sky: Children of the Light. I spent time analyzing the silhouettes and outfits of the Ancestors, because I realized their unique shapes are their entire story. 

Fig 1.5 Character's silhouette & outfit study based on Sky (08/10/2025)

For example, the elegant, slender outline of the Season of Rhythm Guide immediately tells you she's a musician, while the massive, grounded shape of the Fire Prophet (Season of Prophecy) signals wisdom and authority. This research was key: it showed me that every ancestor’s outfit—from the fur in the Nordic-themed gear to the tassels in the Middle Eastern looks—is carefully chosen to match a cultural theme. Ultimately, my study proved that successful Sky character design is about making sure Kaya’s unique silhouette speaks clearly, even before the player sees any color or detail.

 

Fig 1.6 Outfit Moodboard & Sketches (08/10/2025)

The overall art style of Sky: Children of the Light has a strong vibe of tribal, retro, and exploration, much like its predecessor, Journey, which always made you feel like a "traveler in the desert." Working within this core aesthetic, I designed four different outfits for Kaya.

Initially, my personal favorite was Version Two, as its shape perfectly captured the image of a powerful, primal forest guardian, free as the wind. However, after getting feedback from my lecturer, I chose to move forward with Version Three because it offered more space and possibilities for design development.

The final outfit blends natural forest elements and tribal influences — asymmetrical designs, bark-textured sleeves, and glowing leaf ornaments. She has fluffy fur around her legs, resembling a deer’s form, with white wavy hair tied loosely to one side and her iconic luminous blue antlers

Progressive Development

Fig 1.7 Outfit development (15/10/2025)

I developed Kaya’s design through multiple versions:

  1. The first version had longer hair and higher skin exposure to emphasize a raw, primal look.

  2. The second adopted a softer vibe with tied wavy hair and natural fabric textures.

  3. The front part of the outfit was shortened for easier movement and a lighter look in the third version.

  4. The final version added vine-like details, leaf ornaments, and asymmetrical sleeves, creating a mystical yet grounded forest guardian appearance.

Final Turnaround

Fig 1.8 Final Turnaround (22/10/2025)

Task 1: Personification Slides

FEEDBACK

Week 2:

The Sky: Children of the Light theme is a good choice, but the art style should stay consistent with the original game. You may consider developing an independent story, including your own map and ancestor design.

Week 3:

The character design looks good, and the visual diversity is well done. You can start refining the map environment, world setting, quests, and items.

Week 4:

The concept for the world is nice, but it can be treated as a secondary element. The main focus should be on the character, four-view turnarounds, props, and special abilities design.

REFLECTION

When I started this project, I learned that character design isn't just about creating something that looks beautiful. It’s fundamentally about communicating a story and emotion through the character's form and detail.

The silhouette study of the Sky: Children of the Light Ancestors was absolutely crucial in shaping Kaya’s final look. By observing how Sky uses strong, distinctive outlines to define each spirit, I finally grasped how much shape language affects instant recognition and emotional impact. For example, the Season of Rhythm Guide uses a tall, slender silhouette to express elegance and musicality, while the Fire Prophet from the Season of Prophecy has a round, grounded shape that radiates power and authority. These studies taught me how proportions and outlines can speak before any colors or details appear.

I applied this principle directly when designing Kaya. I combined graceful curves with stable lower body shapes (inspired by deer anatomy) to convey groundedness and wisdom. Her silhouette is designed to be both mystical and approachable. It fits seamlessly into Sky’s visual world, yet it still carries her own distinct presence.

From this entire experience, I learned that successful character design is a balance between originality and harmony with the chosen IP. The process deepened my respect for how Sky manages to communicate complex emotion through simplicity, and it helped me find my own design voice.

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