ALEA | Character Development

ALEA's characters feature a stylized, low-poly aesthetic enhanced by custom cel-shading and outline materials that I developed, creating a cohesive look that emphasizes their expressive shapes and silhouettes.

ALEA's characters feature a stylized, low-poly aesthetic enhanced by custom cel-shading and outline materials that I developed, creating a cohesive look that emphasizes their expressive shapes and silhouettes.

Warrior — Defining the Foundation

The first character established ALEA's initial visual language, combining classical gladiatorial armor with exaggerated heroic proportions, simplified geometry, and minimal facial features.

Warrior — Defining the Foundation

The first character established ALEA's initial visual language, combining classical gladiatorial armor with exaggerated heroic proportions, simplified geometry, and minimal facial features.

Mage — Exploring Simplification

The Mage pushed the style further with a nearly featureless face and large, expressive eyes. Her flowing robes and contrasting elemental forms emphasized how silhouette and color could communicate character identity.

Mage — Exploring Simplification

The Mage pushed the style further with a nearly featureless face and large, expressive eyes. Her flowing robes and contrasting elemental forms emphasized how silhouette and color could communicate character identity.

Archer — Incorporating Mythology

Loosely inspired by classical depictions of Cupid, the Archer introduced a more whimsical interpretation of the game's mythological influences. A blindfold, feathered wings, and laurel crown created a distinctive identity

Archer — Incorporating Mythology

Loosely inspired by classical depictions of Cupid, the Archer introduced a more whimsical interpretation of the game's mythological influences. A blindfold, feathered wings, and laurel crown created a distinctive identity

Paladin — Expanding the Visual Language

Originally designed as a human, the Paladin ended up as a cyclops with a broad, defensive silhouette. His prominent jaw introduced more elaborate facial features without departing from the established style.

Paladin — Expanding the Visual Language

Originally designed as a human, the Paladin ended up as a cyclops with a broad, defensive silhouette. His prominent jaw introduced more elaborate facial features without departing from the established style.

Duelist — Evolving the Visual Style

While the first four heroes established the game's visual style, the Duelist expanded on those principles through a more elaborate design developed in collaboration with a 2D concept artist.

Duelist — Evolving the Visual Style

While the first four heroes established the game's visual style, the Duelist expanded on those principles through a more elaborate design developed in collaboration with a 2D concept artist.

Early concepts for the Duelist by Marta Lopez (https://cara.app/martalopv). I provided direction to refine the design, emphasizing a slender silhouette, wolf-inspired elements, and a green color palette to distinguish him from the other characters.

Early concepts for the Duelist by Marta Lopez (https://cara.app/martalopv). I provided direction to refine the design, emphasizing a slender silhouette, wolf-inspired elements, and a green color palette to distinguish him from the other characters.

I refined the proportions and simplified details for the 3D model while preserving the character's distinctive silhouette and visual identity.

I refined the proportions and simplified details for the 3D model while preserving the character's distinctive silhouette and visual identity.

I developed the Duelist's werewolf form as a monstrous counterpart to the human design, exaggerating the proportions, darkening the colors, and adapting the clothing to maintain a recognizable connection between both forms.

I developed the Duelist's werewolf form as a monstrous counterpart to the human design, exaggerating the proportions, darkening the colors, and adapting the clothing to maintain a recognizable connection between both forms.

The completed character roster brings together ALEA's historical and mythological influences, balancing distinct silhouettes, expressive personalities, and a cohesive low-poly aesthetic.

The completed character roster brings together ALEA's historical and mythological influences, balancing distinct silhouettes, expressive personalities, and a cohesive low-poly aesthetic.

ALEA | Character Development

I was responsible for much of the character design and visual development for ALEA, drawing inspiration from ancient Mediterranean history, mythology, and fantasy.
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I designed the first four playable heroes directly in 3D, then collaborated with a 2D concept artist on later characters, providing creative direction and feedback before translating the concepts into game-ready models.
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Establishing the Visual Style
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ALEA began as a gladiator-inspired arena combat game. Working closely with the lead developer, I helped establish a distinctive low-poly aesthetic inspired by the expressive art direction of games like Gigantic.
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Starting with the Warrior and Mage, I explored exaggerated proportions, strong silhouettes, and minimal facial features, relying on shape, costume, and animation to convey personality.
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As the roster expanded into more fantastical designs, we adapted these principles to accommodate features like the Cyclops' tusks and Werewolf's expressive muzzle while maintaining a cohesive visual identity.
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Project: ALEA
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Website: https://alea.gg/
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Concept Artist: Marta Lopez / Maholeath https://cara.app/martalopv