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| Layout in Unreal Engine |
Thursday, October 8, 2026
Thursday, October 1, 2026
Week 05 - Basic Lighting
Thursday, September 24, 2026
Week 04 - Use of Value and Contrast
Art Style Process
Hollow Knight characters are very simple. They are small on the screen and include a very limited color palette. When you look at the playable character from both games, they only have flat colors, CELL SHADED OR NO GRADIENTS.
Ideation
I played around with the head shapes a little more. I also designed different caplets for Peter. Wendy was also a little weird to put into the Hollow Knight style. The bubble hands and feet don't fit into the art style, so I made the limbs more bug-like to match the Knight. Characters & NPC's also don't have hair in Hollow Knight, BUT there are characters with antennae, so I made them into a pigtail shape for Wendy. And, I gave her clothes, because they wear clothes.
I ideated a bit more and ultimately ended up with these drawings. I fell like the match the art style very well.
Thursday, September 17, 2026
Week 03 - Use of Basic Shapes
Thursday, September 10, 2026
Week 02 - Use of Silhouettes
Peter Pan
Thursday, September 3, 2026
Week 01 – Use of Reference
Slide 4: Art Pillars
Slide 5: Playable Character
Our art vibe draws strong inspiration from Hollow Knight, aiming to create a whimsical yet dark atmosphere. We'll use a color scheme consisted of muted analogous colors with atmospheric pops of color. We aim to have every silhouette in our game to be expressive and distinct to better differentiate the characters and key environment locations. This is important to us because we don't want our players and interactables to get lost in the dark environment.
Our player character is Peter Pan. He's a boy who never ages. His outfit reflects a handmade aesthetic, crafted from materials scavenged around the island and things washed ashore in Neverland. He'd also have a very confident stance as he navigates through the level, because he is sure of himself. We plan to emphasize this with a diamond shaped silhouette to capture this playful-tricky nature. Sharp and angular rather then soft and round. His design is also functional, including pouches for holding pixie dust, stolen treasures from Captain Hook, and hunting tools. We also have an idea for a "shadow peter" mechanic in our game. He will also have the same features, but a different color palette.
Module 3 Week 07 - High Poly
Critique from last week: - Edge control - Separate planks - Remove brick from lower down Highpoly Details on surfaces like this is not my st...















