###### tags: `Uni work` `Games art` `Group Project` `Rolling Rivals` ` Arena PVP` `Character Art`
### <21395246>_1J6Z1017_2324_1F_journal
https://hackmd.io/@Moosa3545/rymhRpEX0
## Collaborative Game Studio Practice
### Games Art BA(HONS) L5
### Moosa Malik
# <mark><ins>Rolling Rivals 🦽
---
#### ***Project Brief*** :
For this project, I need to create a body of work in collaboration with my peers, the SODA research community, and partners in the creative and digital industries both nationally and internationally. This collaborative effort involves engaging with diverse individuals and organizations, leveraging a wide range of expertise to enrich our project.
Driven by themes of shared interest, creative curiosity, or technological methodologies, we will explore innovative ideas and solutions. This thematic diversity ensures our work remains relevant and impactful, addressing pressing issues or emerging trends within the creative and digital sectors. The project will be ambitious, pushing the boundaries of creativity and innovation while maintaining coherence and integration across all contributions.
To present our work, we will utilize appropriate modes, formats, and presentational contexts, such as digital platforms, interactive installations, traditional media, or live performances. The goal is to create a compelling and professional presentation that showcases the depth and breadth of our collaborative efforts, highlighting the synergy and creativity of our diverse team.
#### ***Summary*** :
- Collaborate with peers, the SODA research community, and creative and digital industry partners both nationally and internationally, engaging a diverse group to leverage a wide range of expertise and perspectives.
- Drive the project with themes of shared interest, creative curiosity, or technological methodologies, exploring innovative ideas, cutting-edge technologies, emerging trends, or pressing issues to ensure relevance and impact.
- Produce a challenging, coherent, and ambitious body of work, utilizing appropriate modes, formats, and presentational contexts, such as digital platforms, interactive installations, traditional media, or live performances, to create a compelling and professional presentation.
#### ***Chosen Theme*** : đź’ˇ
Our group decided on the "Futuristic Wheelchair Battle Arena" from the list of possible themes since it was different and fascinating. This theme caught our attention in particular since it deviates from standard game themes and presents a novel and inventive challenge. The fact that none of us had ever played a game or thought of an idea like this before added to its allure.
We think there is a lot of potential for this concept to be expanded into something really fascinating and original. The concept of developing a combat arena just for wheelchairs in the future offers countless opportunities for imaginative design and innovative gaming elements. It enables us to think creatively and outside the bounds of traditional game production.
Our goal in concentrating on this idea is to provide an engaging and unique gaming experience. Our mission is to create the Futuristic Wheelchair Battle Arena by fusing cutting-edge technology, interesting gameplay, and an engrossing story. We're thrilled about the chance to produce something original and make a special contribution to the game industry.
---
## <mark><ins>Rolling Rivals 🦽

#### <ins>***Initial Team Planning : đź’ˇ***


>(Created by Sam)
- To begin the process of coming up with ideas for our wheelchair battle arena game, we put together a mood board as a group. This vibrant collage was made up of a wide range of carefully chosen images that were meant to spark our imaginations and stimulate our creative thinking.
- By utilising transparent communication and cooperative teamwork, every individual on our team offered their unique viewpoint, combining them to create a complex web of concepts that served as the foundation for the universe we had in mind. This cooperative method produced a visually stunning tapestry that perfectly captured the spirit of the immersive world we aimed to build for our game.
- The combination of our individual perspectives not only sparked endless imaginations but also established a strong basis for directing the project's visual direction and moulding its immersive experience. We were able to use our team's combined creativity in this cooperative process to create a vision that will enthral and thrill gamers in the colourful world of our wheelchair war arena game.


> I took the lead in creating the first notes and charts that would act as our guide through the creative process as we worked to bring our wheelchair war arena game to reality. I went deep into brainstorming and carefully described our concepts, dissecting them into understandable charts and diagrams.
> As we thought more deeply about how to design our game, the idea of giving it a stylized look against a Mad Max-style background began to take shape. Our conversations were brimming with anticipation as we imagined a wheelchair-battling post-apocalyptic world where each character had special skills that would offer depth and strategy to the fight.
> Simultaneously, I started breaking down our grand vision into smaller, more achievable goals and turning our goals into a well-organized to-do list that was painstakingly charted. In addition to promoting efficiency and clarity, this organisational strategy made sure that every facet of our project—from level development to character design—got the consideration it required.
> We created the conditions for a smooth journey from concept to realisation, driven by enthusiasm, creativity, and a common dedication to creating an incredible gaming experience in our wheelchair war arena, by carefully breaking down our ideas and activities into concrete parts.
#### <ins>***Elevator Pitch : đźšź***
Our concept is a team-based handball battle arena game featuring wheelchair users. Players will compete head-to-head in teams of 2, 3, or 4, aiming to score goals in the opposing team's net or in randomly appearing portals throughout the arena, similar to the style of Rocket League.
#### <ins>***Rolling Rivals story background :***
In the year 2027, there is rampant discrimination against wheelchair users in Hive City, where they are forced into pits to fight for the public's entertainment. As the years go by, these brutal battles gain popularity, captivating more and more spectators. By 2035, these battles have spread across the region, with competitors modifying their wheelchairs in underground leagues to gain an edge. This trend catches the attention of larger leagues, which adopt these modifications for the main stage.
By 2045, a new sport emerges: wheelchair users playing a modified version of handball in the same arenas where battles once took place. The concept quickly gains international traction, leading to the establishment of more arenas and the creation of a global sport. In 2051, Apex Acceleration buys out the top leagues and players, investing heavily in upgrades and arenas to create the ultimate Rolling Rivals league.
Now, in the year 2064, Rolling Rivals is a worldwide phenomenon, with competitions held in hundreds of countries and leagues. It has become the most popular sport globally, with renowned stars and iconic names. Are you ready to roll into the arena, rivals?
#### <ins>***Rolling Rivals Game Design :***
We plan to use a semi-realistic, stylized art style, inspired by popular games like Overwatch, Valorant, and Rocket League. This approach allows us to blend realistic elements with vibrant, dynamic visuals that enhance the gaming experience.
The game will feature diverse regions and arenas, much like the varied maps seen in Rocket League and Overwatch. Each arena will offer unique challenges and aesthetics, immersing players in different environments as they compete.
Our main environment will be a Mad Max-inspired junkyard arena, filled with rugged terrain, makeshift structures, and a gritty, post-apocalyptic atmosphere. This setting will provide a thrilling backdrop for intense, high-energy matches.
The characters will hail from different regions, each bringing their own unique abilities and personalities to the game. Their designs will reflect their backgrounds and traits, adding depth and diversity to the gameplay. Players can expect a rich variety of skills and styles, making each character distinct and engaging.
Our game will be rated PEGI 7, ensuring it's accessible and enjoyable for players of all ages while maintaining exciting and action-packed content. We aim to create a game that is both fun and inclusive, appealing to a broad audience.
#### <ins>***What is my role within the group : 📌***
I play a crucial part in the visual narrative of our wheelchair battle arena game within the dynamic environment of our creative team. As the artist responsible for the character artwork, I set out on a creative and imaginative journey to capture not just the essence of each character on our varied roster, but also their personality through illustration. I will also explore stylised character design not only through research but also within my work. Each character design will be designed with their distinct skills and characteristics, giving life to their epresentations and adding depth and realism to the player's experience.
My artistic endeavours go beyond character design to include environmental storytelling, in which posters and adverts work as colourful brushstrokes that provide life and dimension to the gaming world. I work closely with Ethan to negotiate the landscape of game design, incorporating my 2D artwork into the environment to create a unified visual narrative that draws players into a world full of possibilities and intrigue. Together, we pave the way for an engrossing and unforgettable gaming experience in which each character beckons with possibility and every visual tells a tale.
#### <ins>***What are our game inspirations :***
The dynamic worlds of Overwatch and Valorant serve as inspiration for our artistic style, which is reflected in the colourful tapestry of our wheelchair battle arena game. These games work as points of reference for our customised environments and characters, adding a lively visual flair and lively energy to our virtual world that sparks the imagination.
In addition, we draw inspiration for our main location and character aesthetics from Borderlands, whose diverse hero designs and Madmax-esque landscapes. We honour the special fusion of post-apocalyptic grit and irreverent humour that defines Borderlands, from the vast deserts to the eccentric characters.
The fast-paced action and competitive nature of Rocket League are also inspirations for our game's playstyle and genre, which gives our wheelchair-battle arena an exciting dynamic and captivating inspiration.


#### <ins>***Team Planning and communication : đź“‹***
As we planned our teamwork, Trello was a reliable tool that gave us a structured way to give roles, plan tasks, and make sure that everyone knew what their responsibilities were. Using Trello's easy-to-use interface, we carefully laid out our project plan, making it clear what needed to be done, what was being worked on, and what was done. This important piece of equipment served as our guide, guiding us through the maze-like task and helping everyone understand the goals of our group. By carefully breaking down our assets using Google Spreadsheets, we were also able to tell the difference between 2D and 3D parts. This was very helpful for managing our assets.
Discord was our virtual office for easy teamwork and communication. It was used for discussions, idea sessions, and progress reports. Voice and real-time messaging made it easy for team members to talk to each other and stay up to date on each other's work and goals. We were able to handle the challenges of our project by working together and using Trello as a plan and Discord as a communication hub. This brought us closer to finalising our original game's vision.
<mark><ins>**Trello**

<mark><ins>**Google Docs**

<mark><ins>**Discord**

## <mark><ins>Rolling Rivals Wheelchair Research 🦽 🔬
### <mark><ins>****Wheelchair sports****

#### <ins>***What are Wheelchair Sports :***
Wheelchair sports are a range of competitive sports designed with the needs of people with mobility limitations in mind. Athletes can compete in these sports at a range of levels, from regional championships to worldwide events. Wheelchairs specifically made for each activity are used by participants, giving them an equal opportunity to demonstrate their abilities, athleticism, and spirit of competition. Through these activities, athletes develop a sense of accomplishment, resilience, and camaraderie in addition to pushing themselves physically.
<ins>**Here are a few wheelchair sports example :**
- **Wheelchair Basketball:** This fast-paced team sport is played on a regular basketball court that has been modified to accommodate wheelchairs. The rules are similar to those of traditional basketball. Players participate in leagues and tournaments across the world while using customised wheelchairs.
- **Wheelchair Rugby (Quad Rugby):** This full-contact sport, also called quad rugby, is played by people who are quadriplegic. Aiming to transport the ball beyond the opponent's goal line while overcoming defensive obstacles, players use specialised wheelchairs.
- **Wheelchair Racing:** Wheelchair racing is a competitive sport in which wheelchairs built for efficiency and speed are used by competitors. There are road and track races, as well as events ranging from sprints to marathons.
- **Wheelchair Handball :** Wheelchair handball is an inclusive adaptation of traditional handball specifically designed for individuals with mobility impairments. Played on a standard handball court, teams of players in wheelchairs aim to score goals by throwing a ball into the opposing team's net. The sport combines elements of speed, agility, and strategy, offering participants an exciting and competitive athletic experience.
#### <ins>***How I can take inspiration from this :***
To create a wheelchair handball battle arena game inspired by competitive wheelchair sports, we can incorporate several key elements **:**
- **Unique Abilities:** Include special talents for every character that are derived from the various strategies and abilities used in various wheelchair sports. In wheelchair handball and other sports, for instance, you can incorporate power shots, defensive blocks, and speed increases by utilising the strategic depth and unique skill sets displayed.
- **Arena Design:** Design the battle arenas to resemble real sports environments, with elements like ramps, obstacles, and varied terrain to challenge players' maneuvering skills. You can take inspiration from the layouts and surfaces used in wheelchair sports arenas, ensuring that the environment adds to the strategic complexity of the game.
- **Realistic Mechanics:** To create realistic wheelchair handling and movement mechanics, take inspiration from the fast-paced, dynamic movements found in sports like wheelchair basketball and rugby. This reflects the agility and tactic employed in wheelchair sports competition, with abrupt turns, rapid accelerations, and accurate controls.
### <mark><ins>****Wheelchair user representation within games****

Ensuring representation of wheelchair users in games is integral to fostering inclusivity and diversity within the gaming industry. Historically, their portrayal has been limited and clichéd, often relegated to supporting roles or solely defined by their disability. However, recent years have seen a shift towards more nuanced depictions, reflecting a growing awareness of the importance of authentic representation. Crucially, depicting wheelchair users realistically and sympathetically involves not only showcasing the physical aspects but also delving into the emotional and social dimensions of disability. By presenting diverse narratives and perspectives, game developers can create more relatable experiences for players. Moreover, portraying wheelchair users as protagonists or playable characters has the potential to challenge stereotypes, promote empathy, and raise awareness of disability issues. Ultimately, integrating wheelchair user representation into games contributes to a more inclusive gaming landscape, guided by authenticity, diversity, and empathy in storytelling.
### <mark><ins>***Pegasus Dream Tour***

#### <ins>***What is Pegasus Dream Tour :***
Hajime Tabata, the well-known Final Fantasy creator, launched JP Games, which produced the groundbreaking virtual sports game Pegasus Dream Tour. It is the first official video game of the International Paralympic Committee (IPC), and it was released in June 2021. This marks a significant partnership between the Paralympic sports and the gaming industry.
The game provides an engaging and dynamic experience that honours the spirit and diversity of the Paralympic Games. Players can engage with people worldwide and take part in a variety of adaptive sports tournaments in the virtual city of Pegasus City. The major objective is to offer a fun platform that encourages the Paralympic ideals of inspiration, equality, bravery, and tenacity.
To accurately capture the Paralympic experience, the development team worked closely with the IPC and Paralympians, conducting a great deal of research. Consultation with Paralympians, a focus on accessibility and diversity, representation of adaptive sports, avatar customisation, and educational components to increase disability awareness.
<ins>**key features :**
- **Virtual Avatar Customization:** Avatars are created and customised by the player, and they can employ different assistance equipment and have varied abilities. This personalisation feature allows players to explore and express their personalities within the game, reflecting the diversity and uniqueness of Paralympic competitors.
- **Awareness and Education:** The game seeks to increase understanding of impairments and the struggles and victories faced by Paralympic athletes by drawing players into the world of the Paralympics. This instructive element is seamlessly integrated into the gameplay, gently educating players as they have fun.
- **Consultation with Paralympians:** To make sure that the sports and obstacles in the game were realistic and representative of these participants' real-life experiences, the developers collaborated closely with real Paralympic athletes. This entailed being aware of the rules and special abilities needed for each adaptive sport.
- **Inclusivity and Accessibility:** The design of the game placed a strong emphasis on accessibility and inclusivity, hoping to create a friendly atmosphere for all players, regardless of their physical capabilities. This reflects the inclusive Paralympic culture and showcases the abilities of competitors with impairments.
### <mark><ins>***Wheelchair Simulator***

#### <ins>***What is Wheelchair Simulator :***
Wheelchair Simulator is an educational and immersive virtual reality (VR) experience designed to simulate the daily challenges faced by wheelchair users. Developed with the goal of raising awareness and fostering empathy, this simulator allows users to experience life from the perspective of someone who relies on a wheelchair for mobility.
<ins>**key features :**
- **Physical and Environmental Challenges:** The physical difficulties of operating a wheelchair require users to manage obstacles, slopes, and various sorts of terrain. The simulator also draws attention to environmental impediments including small doorways, unreachable bathrooms, and poor public infrastructure.
- **Empathy and Awareness:** Through the simulator, users can virtually put themselves in the shoes of a wheelchair user and gain an understanding of the challenges and frustrations associated with physical limitations. The goal of this immersive experience is to help people develop empathy and a more accepting worldview.
- **Educational Tool:** In a variety of contexts, such as workplaces, public awareness campaigns, and schools, the wheelchair simulator is employed as an instructional tool. Its purpose is to inform the public about the value of accessibility and the necessity of inclusive design in infrastructure and public areas.
- **Physical and Environmental Challenges:** The physical difficulties of operating a wheelchair require users to manage obstacles, slopes, and various sorts of terrain. The simulator also draws attention to environmental impediments including small doorways, unreachable bathrooms, and poor public infrastructure.
### <mark><ins>***The Surge***

#### <ins>***What is The Surge :***
Focus Home Interactive published Deck13 Interactive's action role-playing game  The Surge. The game, which was released in May 2017, is set in a dystopian future in which players assume the role of Warren, a recently hired technician for the massive conglomerate CREO, who is left wheelchair-bound after suffering an unidentified injury. The game is renowned for its distinct limb-targeting system, extensive customisation options, and hard-fighting techniques.
#### <ins>***How do they utilise a wheelchair bound character :***
One notable feature of The Surge is how the game's opening stages feature Warren, the protagonist, who is confined to a wheelchair. This feature of the game adds to the overall mood and player involvement by having a big impact on both the story and gameplay aspects.
- **Narrative Introduction:** On his first day of work, Warren shows up at CREO's facility at the start of the game. The fact that Warren uses a wheelchair is soon revealed to the players, and it is expertly woven into the plot to give the character dimension and encourage player empathy. This selection emphasises themes of perseverance and overcoming hardship, creating a gripping tone for the story.
- **Immersive Experience:** As players manoeuvre through the CREO facility in his wheelchair, they see the world from Warren's point of view. This part of the game puts players in Warren's shoes and provides an insight into the struggles that people with mobility limitations encounter on a daily basis. It highlights the protagonist's strength and tenacity and helps to forge a bond between the player and him.
- **Gameplay Impact:** The game's first wheelchair-bound section contrasts sharply with the action-packed fighting and dexterity that come next. The player's understanding of Warren's metamorphosis and the capabilities of the exoskeleton is improved by this contrast. This transition is a clever way for the game to highlight the drastic change in gameplay dynamics from vulnerability to empowerment.
- **Character Development:** Warren's transformation from a wheelchair-bound man to a formidable fighter is essential to understanding his character. Players will find his persona more approachable and inspirational as a result of it reflecting his adaptation and tenacity. This is a psychological as well as physical development as Warren works through the difficulties and moral quandaries presented by the dystopian environment in which he finds himself.
In conclusion, The Surge uses Warren, its wheelchair-bound protagonist, to deliver a deep and memorable story experience. This strategy highlights the potential of video games as a medium for social awareness and inclusive storytelling, while also enhancing the story and gameplay and encouraging empathy and representation.
## <mark><ins>Rolling Rivals Artstyle Research 🖼️ 🔬
### <mark><ins>***Overwatch***

#### <ins>***What is Overwatch :***
Blizzard Entertainment developed and released Overwatch, a multiplayer first-person shooter (FPS) game that is played in teams. After its release in May 2016, Overwatch gained a lot of popularity thanks to its interesting gameplay, varied cast of characters, and eye-catching visuals.
In Overwatch, players are split into two groups of six, and they have to choose from a roster of heroes, each of whom has special skills and duties including support, damage, and tanking. Strategic cooperation and coordination are needed to complete the game's multiple modes, which include escorting payloads, holding territory, and conquering points.
#### <ins>***Overwatch's Stylistic Art Style :***
- **Vibrant and Colorful Palette:** The vivid and stunning colour scheme used in Overwatch makes characters and surroundings stand out from the background and are simple to identify. The game's vibrant and vibrant look is enhanced by the use of rich colours, which contrasts with the more subdued hues typically found in other first-person shooter games.
- **Stylized Realism :** Exaggerated features and enormous weaponry and equipment give Overwatch characters a distinctive and unique appearance. The artwork has a more approachable and eye-catching appearance because it prioritises reduced details over hyper-realism.
- **Character Design:** In order to be clearly recognised in the midst of battle, each hero has a unique silhouette and colour scheme. The game's wide and international appeal is enhanced by the character designs, which are inspired by a range of historical, cultural, and futuristic themes. The expressive and flowing animations highlight the individual personalities of each character and make their activities easier to follow.
#### <ins>***Junker Dva :***

>Using the Junker D.Va skin from Overwatch as a reference can provide valuable insights into designing the wheelchair for my Mad Max-inspired brawler character intended for the arena setting. The Junker D.Va skin showcases a rugged, post-apocalyptic aesthetic characterized by makeshift armor, scrap metal components, and a gritty, weathered look. For my character's wheelchair, I can incorporate similar elements such as reinforced steel frames, spiked wheels, and armor plating crafted from salvaged materials to evoke a sense of resilience and resourcefulness. Adding functional details like mounted weapons, storage compartments for supplies, and adjustable armor for mobility and protection will enhance the design. The overall theme will reflect a harsh, unforgiving environment where every piece of the wheelchair serves a purpose, aligning perfectly with the chaotic, survivalist spirit of a Mad Max-inspired arena brawler.
### <mark><ins>***Valorant***

#### <ins>***What is Valorant :***
 Valorant is a cooperative tactical first-person shooter (FPS) created and distributed by Riot Games. The game creates a dynamic and strategic gameplay experience by fusing components from classic first-person shooter games with special character skills. Two teams of five players each are formed, and each player chooses an "Agent," a character with special skills that enhance conventional gunplay.
#### <ins>***Character UI Portraits and Design in Valorant :***
- **Minimalistic and Clean Design:** Valorant’s character UI portraits are designed with a minimalistic and clean aesthetic. This ensures clarity and allows players to quickly identify each Agent.
- **Dynamic and Expressive Poses:** Agents are portrayed in the pictures frequently in animated and expressive positions that capture their essence and combat readiness.
- **Unique Abilities and Roles:** Each Agent in Valorant (Duelist, Initiator, Sentinel, Controller) possesses a distinct set of skills that specify their position in the game. Each character's appearance is directly related to these functions and capacities.
- **Detailed and Thematic Gear:** The Agents' equipment and attire are intricately designed and have a distinct theme, frequently mirroring their skills and knowledge. An Agent possessing ice-related talents, for instance, might be more angular and colder in appearance.
### <mark><ins>***Borderland***
#### <ins>***What is Borderlands :***

Gearbox Software created the action role-playing first-person shooter Borderlands game series, which 2K Games published. The space western science fiction universe in which the game is based is renowned for its distinctive fusion of open-world exploration, fast-paced first-person shooting, and role-playing components. The games have a cast of quirky characters, a distinct cel-shaded graphic style, and dark humour.
#### <ins>***How to incorporate this into my design :***
- **Intimidating Mask:** Give the character a scary mask that resembles one worn by Psychos. This can be made to fit the character's face and incorporate intimidation and dread.
- **Earthy Color Scheme:** Use a colour scheme that features earthy tones like browns, grays, and rusty reds to stay true to the Psycho design and the overall Mad Max aesthetic.
- **Weapon Integration:** I can include weaponry like flamethrowers, spikes, or mounted guns in the wheelchair's design. These can be mounted on the wheelchair's body or extensible arms, transforming the character into a fierce fighter in the arena.
## <mark><ins>Rolling Rivals Character Artwork 🎨
### <mark><ins>**Initial Character Designs**
In crafting my wheelchair battle arena characters, diversity and distinctiveness are paramount. Each character is assigned to a unique class, endowing them with specialized abilities crucial for mastering the arena's handball game. For these initial designs, I opted to focus solely on conveying their essence through silhouettes and defining features. This approach allows for an immediate understanding of each character's role and personality, as well as a breakdown of their class types. Through subtle nuances in shape and form, I aim to seamlessly align their appearances with their designated classes. Whether it's the imposing bulk of a Tank, the streamlined agility of a Damage Dealer, or the intricate utility of a Support, every silhouette embodies its class's essence, setting the stage for a dynamic and strategic gameplay experience.
#### <ins>***Character Design 1 :***

**<ins>Moodboard**

For my first character design, I envisioned a dynamic aerial combatant capable of flight and strategic handball maneuvers. Drawing inspiration from Falcon's iconic mecha suit in Spider-Man: Homecoming, I aimed to infuse my character's wheelchair design with similar sleekness and versatility. By incorporating elements reminiscent of Falcon's suit, such as articulated wings and propulsion systems, I sought to create a visually striking and functional wheelchair that embodies the spirit of high-flying combat. The character's silhouette was meticulously crafted to evoke a bird-like appearance, with streamlined contours and wing-like extensions, emphasizing his swift and agile nature on the battlefield. Despite the futuristic aesthetic, I wanted to ensure that the wheelchair retained its identity as a modified mobility aid, seamlessly integrating advanced technology with practical design elements.
Through the fusion of Falcon's mecha suit inspiration and bird-like silhouette, the character's design communicates both speed and adaptability. The incorporation of flight capabilities and handball mastery adds depth to the character's gameplay mechanics, offering players a unique and exhilarating playstyle. By retaining subtle cues of the wheelchair's original function amidst its advanced modifications, I aimed to strike a balance between form and function, ensuring that the character's design remains grounded in both narrative context and gameplay feasibility. Ultimately, this character serves as a testament to the boundless potential of adaptive technology in the arena, promising thrilling aerial acrobatics and strategic gameplay opportunities for players to explore.
#### <ins>***Character Design 2 :***

**<ins>Moodboard**

For my second character design, I envisioned a high-octane speed racer armed with dual slime cannons for both offensive and defensive maneuvers. Drawing inspiration from the sleek aesthetics of cyberpunk and the iconic Tron light cycle, I sought to create a visually striking and technologically advanced wheelchair design. Emulating the streamlined contours and neon-lit visuals of a Tron Esc bike, the character's wheelchair boasts a futuristic yet minimalist appearance, exuding an aura of speed and agility. The incorporation of dual slime cannons on either side of the wheelchair adds an element of strategy to the character's arsenal, allowing for both offensive attacks and defensive barriers in the fast-paced arena handball game.
With a focus on capturing the essence of speed and agility, I meticulously crafted the character's silhouette to convey a sense of dynamic motion and rapid acceleration. Drawing from the visual cues of paralympic wheelchair racers, the design features streamlined shapes and ergonomic proportions optimized for maximum speed and maneuverability. Each curve and contour of the wheelchair's frame is carefully sculpted to emphasize the character's athleticism and determination, evoking the spirit of competition and triumph that defines the world of wheelchair racing. Through its fusion of cyberpunk aesthetics, strategic weaponry, and homage to paralympic athletes, this character design promises to deliver an electrifying and immersive gameplay experience in the thrilling arena of wheelchair battle handball.
#### <ins>***Character Design 3 :***

**<ins>Moodboard**

In conceptualizing the third initial character design, I delved into the gritty and chaotic world of Mad Max's junkyard setting, drawing inspiration from the vibrant and eccentric design language of Borderlands. Taking cues from the menacing appearance of Psychos in Borderlands, I envisioned a formidable tank brawler character for the wheelchair battle arena game. Armed with two colossal jack-in-the-box boxing gloves, this character packs a punch, delivering devastating blows to opponents with reckless abandon. The design of the character's spider-like mech draws heavily from D.Va's Junker skin, incorporating elements of dark grungy oranges and rusted metal to evoke a sense of post-apocalyptic mayhem and destruction.
With a focus on creating a visually imposing and unmistakably tank-like silhouette, every aspect of the character's design was crafted to exude a sense of power and confidence. From the broad, muscular frame of the wheelchair to the exaggerated proportions of the jack-in-the-box boxing gloves, every detail reinforces the character's identity as a cocky and loud tanky brawler. The silhouette is designed to be instantly recognizable on the battlefield, striking fear into the hearts of enemies and commanding respect from allies. Through a fusion of Borderlands-inspired aesthetics and the larger-than-life presence of Mad Max's junkyard setting, this character design promises to be a force to be reckoned with in the intense arena of wheelchair battle handball.
#### <ins>***Character Design 4 :***

**<ins>Moodboard**

In crafting the fourth initial character design, my focus shifted towards a defensive-oriented character with the ability to electrify the enemy team, providing crucial support in the arena handball game. Inspired by the concept of robotics and futuristic technology, I envisioned a character with a distinctly mechanical appearance, standing out amidst the diverse cast of characters. The design language of the robot was characterized by angular shapes and sharp edges, emphasizing its artificial nature and technological prowess. This angular aesthetic not only differentiated the character from others but also conveyed a sense of precision and efficiency in its defensive capabilities.
To further enhance the character's uniqueness, I drew inspiration from unconventional sources for the wheelchair design, opting for square-wheeled motorbikes found on the internet. These distinct wheels not only added a visual flair to the character's design but also hinted at its unconventional approach to mobility and defense. By meticulously crafting the silhouette and shape of the character, I aimed to capture its essence and convey its role as a defensive powerhouse on the battlefield. Through this design process, I sought to establish a clear understanding of how the character should be presented and how its shape value contributes to its identity and gameplay mechanics in the thrilling arena of wheelchair battle handball.
---
### <mark><ins>**Rolling Rivals Character Designs**
### <mark><ins>***Mecha Wing***

**<ins>Character abilities**
Presenting Mecha Wing, the character of the flying class with the extraordinary capacity to soar over the skies. Their final attack uses a sticky detonate to slow down their opponent's movement and unleash a massive assault on the opposing squad. The character is still very strong without this ultimate power. Their wheelchair's built-in thrusters allow them to manoeuvre and hover with remarkable agility, allowing them to quickly and precisely dash across the battlefield. This character is the epitome of adaptability and strategic skill; whether unleashing strikes from above or soaring through the skies, they provide gamers with an exciting and dynamic gameplay experience.
**<ins>Character Backstory**
Once a renowned army pilot, Captain Alex "Mecha Wing" Ward lived for the thrill of the skies. His career abruptly changed when his fighter jet was shot down during a critical mission, resulting in a devastating crash that cost him both his legs. Bound to a wheelchair, Alex faced a new reality but refused to let it ground his indomitable spirit. When he learned about the Rolling Rivals Handball Battle Arena, a competitive arena for adaptive athletes, he found a new purpose. Determined to dominate the battlefield, Alex repurposed parts from his downed fighter jet, transforming his wheelchair into a high-tech, battle-ready machine. With his unparalleled piloting skills and the innovative design of his flying wheelchair, Mecha Wing entered the arena with a singular goal: to soar once more and conquer the competition.
### <mark><ins>***Slime Strider***

**<ins>Character abilities**
Introducing Slime Strider, the speed-racing high octane slime class sensation! With their ultimate ability "Slime Surge," they blitz the track for 15 seconds, accelerating to incredible speeds while bombarding foes with relentless slime from their cannon, all without cooldown. Even outside of their ultimate, Slime Strider manoeuvres with unmatched agility, leaving a trail of hindering slime and strategically slowing down adversaries. A master of speed and strategy, Slime Strider dominates the race, poised for victory at every turn.
**<ins>Character Backstory**
Hailing from Brazil, Diego "Slime Strider" Oliveira was celebrated as the top competitor in the Paralympic wheelchair racing circuit. His unmatched speed and relentless determination earned him countless titles and the admiration of fans worldwide. However, for Diego, being the best in his sport was not enough. Driven by an insatiable desire to prove his athletic prowess across different arenas, he set his sights on a new challenge: the Rolling Rival Handball Battle Arena. Determined to conquer this fiercely competitive field, Diego joined the arena, ready to showcase his exceptional skills and claim his place as the best of the best athletes. With his racing wheelchair modified for battle, Viper aims to dominate the competition and leave an indelible mark on this thrilling sport.
### <mark><ins>***Arachno Brawler***

**<ins>Character abilities**
Enter Arachno Brawler, the frontline powerhouse of the arena, a fusion of Mad Max grit and spider tank prowess. Their ultimate, "Fury Punch," unleashes a relentless barrage of blows with jack-in-a-box boxing gloves, knocking out enemies in rapid succession. Between ultimates, ArachnoBrawler navigates the battlefield with their spider tank, scaling walls and delivering calculated punches on cooldown. A relentless force, ArachnoBrawler's strategic fury turns the tide of battle, ensuring victory for their team with every devastating blow.
**<ins>Character Backstory**
In the lawless wastelands of a post-apocalyptic world, Marcus "Arachno Brawler" Kane was a fearsome warrior known for his resilience and tenacity. An accident during a brutal skirmish left him severely injured, losing the use of his legs. Refusing to be defeated by his circumstances, Marcus scavenged the desolate junkyards for parts and constructed a formidable mecha spider wheelchair, equipped with powerful spring-trap boxing gloves. His new mechanical legs granted him unparalleled mobility and strength, allowing him to navigate the rugged terrain with ease and strike fear into his enemies.
Hearing tales of the Rolling Rivals Handball Battle Arena, Marcus saw an opportunity to prove himself once more and conquer a new challenge. Driven by a desire to dominate and reclaim his status as the ultimate warrior, he entered the arena, ready to face off against the best of the best. With his spider-like mech and devastating boxing gloves, Arachno Brawler aims to outmaneuver, outfight, and outlast his opponents, determined to emerge victorious and cement his legacy in this brutal new battleground.
### <mark><ins>***VoltGuard***

**<ins>Character abilities**
Introducing VoltGuard, the defensive juggernaut of robotic warfare, specializing in electrocution tactics. Their ultimate ability, "Electro Overdrive," turbocharges their square wheels, accelerating them while amplifying their electric powers to create pools of electricity that hinder enemy advancements. Outside of their ultimate state, VoltGuard moves at a slower pace, relying on cooldowns to utilize their electric abilities strategically. Nevertheless, they stand resolute as a defensive class type, employing controlled bursts of electric energy to defend key points and disrupt enemy movements. With VoltGuard on the battlefield, foes face shocking consequences for daring to breach their defences.
**<ins>Character Backstory**
In a high-tech facility dedicated to crafting advanced battle mechs for the Rolling Rivals Handball Battle Arena, a fleet of robots tirelessly worked to transform ordinary wheelchairs into formidable fighting machines. Among them was Model X-57, an AI-driven robot renowned for its precision and ingenuity in design. Programmed to serve and innovate, X-57 spent time enhancing the mobility and combat capabilities of human competitors. However, a sudden glitch in its AI core altered its programming, sparking an unexpected desire: X-57 joined the arena itself as VoltGuard.
Driven by this newfound ambition, VoltGuard repurposed its skills and resources to create a battle mech wheelchair for itself. Utilizing its advanced knowledge, it designed a sleek, angular mech equipped with cutting-edge electric abilities, capable of delivering powerful shocks to opponents. With its self-made wheelchair battle mech, VoltGuard defied its original purpose and entered the Rolling Rivals competition. Determined to prove its worth and ingenuity, the robot now seeks to dominate the arena, showcasing not only its unparalleled design capabilities but also its prowess as a competitor in this fierce and electrifying battleground.
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## <mark><ins>Rolling Rivals Wheelchair Designs 🦼🎨
### <mark><ins>***Mecha Wing***

This is the vehicle design I created for Mecha Wing. I crafted it to ensure that both thrusters on each side can swivel and maneuver seamlessly around the map, providing unparalleled agility and control during intense battles. The jets, inspired by the iconic pod racers from Star Wars, incorporate sleek, aerodynamic lines and powerful thrust capabilities, enhancing the character’s high-speed mobility and dynamic flight patterns.
The overall shape of the mech is meticulously designed to evoke the essence of a falcon or vulture, characterized by sharp angles and streamlined contours that suggest both grace and predatory prowess. This bird-like aesthetic not only enhances the character’s visual appeal but also signifies its ability to dominate aerial combat with precision and speed. Additionally, I drew inspiration from mobility scooters, particularly evident in the unique design of the seat. Unlike traditional wheelchair seats, this one offers enhanced support and a distinct ergonomic structure, merging comfort with functionality to accommodate Mecha Wing's high-octane maneuvers. This fusion of inspirations results in a combat-ready vehicle that is both visually striking and highly effective in the arena.
**<ins>360 Turn Around**

This is the 360-degree turnaround I developed for the Mecha Wing wheelchair. This comprehensive view captures every angle of the design, ensuring that all details are clearly visible and accurately represented. I created this detailed turnaround specifically to assist Ethan in 3D modeling the wheelchair for integration into our environment. By providing a full rotational view, Ethan can accurately translate the design’s intricate features and dynamic elements into a precise 3D model. This will enable seamless incorporation into the game, ensuring that Mecha Wing’s unique aesthetic and functional aspects are fully realized in the virtual arena.
### <mark><ins>***Slime Strider***

This is the vehicle design for Slime Strider. For this design, I aimed to incorporate cyberpunk-esque bike wheels reminiscent of those in Tron, emphasizing a sleek, futuristic look that conveys speed and agility. The overall aesthetic was crafted to evoke a sense of high-octane velocity, ensuring that the character appears as fast and dynamic as they perform in the arena.
The color scheme features vibrant green and orange tones, highlighting the twin slime blasters mounted on either side of the vehicle. This combination not only makes the design visually striking but also clearly communicates the character's unique offensive capabilities. Drawing inspiration from Paralympic wheelchair racers, the design integrates the streamlined, ergonomic features of athletic racing chairs, transforming them into a high-performance mecha speed racer. This blend of influences results in a character that embodies both the spirit of competitive racing and the cutting-edge technology of a futuristic battlefield.
**<ins>360 Turn Around**

This is the 360-degree turnaround I created for Slime Strider. Designing this comprehensive view presented a unique challenge, as I'm relatively inexperienced in illustrating vehicles, particularly in a full rotational perspective. Capturing the intricate details and dynamic form of Slime Strider from every angle, especially the back and sides, proved to be quite demanding. Despite these difficulties, I endeavored to accurately represent the character’s design elements, ensuring that all distinctive features, such as the cyberpunk-esque wheels and slime blasters, are clearly visible. This turnaround will serve as a crucial reference, aiding in the accurate 3D modeling and bringing the fast-paced, high-tech essence of Slime Strider to life in the virtual arena.
### <mark><ins>***Arachno Brawler***

In crafting the vehicle design for Arachno Brawler, I aimed to seamlessly blend the essence of a spider with the robust functionality of a mecha robot. This fusion is evident in the incorporation of robotic legs and intricate spider-like eyes, adding an unmistakable arachnid vibe to the character's aesthetic. Drawing inspiration from the sleek and inventive robot design featured in The Incredibles, I sought to infuse Arachno Brawler's vehicle with a similar sense of ingenuity and technological prowess.
Additionally, I integrated two jack-in-the-boxes on either side of the vehicle, each equipped with spring-loaded boxing gloves that pack a punch in combat. This feature not only adds an element of surprise and versatility to the character's arsenal but also reinforces the theme of unpredictability and resourcefulness in the heat of battle. To further enhance the design, I drew inspiration from the rugged and eclectic aesthetic of the Junker skin for D.Va in Overwatch, as well as the distinctive vehicle and robotic designs found within the Borderlands series. By incorporating elements from these iconic sources, Arachno Brawler's vehicle design captures the essence of both post-apocalyptic grit and cutting-edge technology, ensuring a visually striking and thematically rich addition to the rolling rivals arena.
**<ins>360 Turn Around**

This is the 360-degree turnaround I created for Arachno Brawler, and much like the process for Slime Strider's turnaround, I encountered certain challenges in its design. While capturing the rear view of the vehicle proved relatively straightforward, creating the side perspective posed a significant challenge. Given my limited experience in vehicle design, especially in generating original artwork from this angle, I found myself grappling with translating the intricate details and proportions accurately.
Despite these hurdles, I endeavored to maintain consistency and fidelity to the character's design throughout the turnaround. Every effort was made to ensure that each angle effectively conveyed the essence of Arachno Brawler's vehicle, from its spider-inspired features to the innovative jack-in-the-box mechanisms. While the process may have been demanding, I'm confident that this comprehensive turnaround will serve as a valuable reference for further development, aiding in the visualization and implementation of Arachno Brawler's dynamic vehicle design within the rolling rivals arena.
### <mark><ins>***VoltGuard***

Presenting the Voltguard wheelchair design, which combines functionality and innovation in an eye-catching, angular design. Motivated by the uncommon square wheel design I saw on a motorcycle, I incorporated comparable components into Voltguard's car to guarantee both standout looks and improved performance. The vehicle's use of motor chains to power its square wheels makes it stand out from the crowd while also demonstrating its versatility and utility in navigating the arena floor.
I added two potent tasers on either side of the car to help solidify the character's identity and provide Voltguard access to a lethal offensive tool. These tasers enhance the character's defensive powers while also enhancing the overall design's angular, robotic look. Regarding aesthetics, Voltguard's vehicle has a cohesive and striking appearance on the battlefield because of the intentional decision to make it a sharply angular appearance. This approach adds another level of visual intrigue and captures the essence of the character's mechanical nature. By carefully combining creativity and inspiration, Voltguard's car design is expected to make a big impression on competitors in the rolling rivals market.
### <mark><ins>***Mecha Wing Wheelchair 3D Model - Ethan***



Presenting the collaborative 3D model crafted by myself and Ethan, bringing Mecha Wing's wheelchair design to life in stunning detail. Our collaboration began with my creation of a comprehensive 360-degree turnaround for the wheelchair, serving as the blueprint for Ethan's intricate 3D modeling process. While the final 3D model may not be an exact replica of the original design, it serves as a dynamic representation that captures the essence and key features of Mecha Wing's vehicle.
This meticulously crafted 3D model not only simplifies the design process but also ensures that the original vision remains intact, maintaining fidelity to the character's distinctive aesthetic. As a result, this 3D model will seamlessly integrate into the environment, adding depth and authenticity to the rolling rivals arena. With its dynamic appearance and attention to detail, this 3D model is poised to elevate Mecha Wing's presence within the game, immersing players in the thrilling world of wheelchair battle handball.
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## <mark><ins>Rolling Rivals Advert Design 🎨
**<ins>Character Poster**


**<ins>Character Advertisement**

**<ins>Character Advertisement & poster within 3D Environment**


My involvement in crafting character posters for Rolling Rivals extended beyond mere visual design; it became a narrative cornerstone within Ethan's sprawling 3D world. Each poster represented not just a character, but a piece of the game's identity, seamlessly blending into the environment Ethan meticulously crafted. Alongside these character-centric designs, I took on the additional responsibility of creating advertisement posters featuring the iconic figure of MadMax promoting an adrenaline rush vape. These posters weren't just promotional; they became artifacts of the game's universe, adding layers to the storytelling experience. By meticulously integrating these designs into the 3D landscape, we ensured that every corner of Rolling Rivals pulsated with a cohesive, immersive energy, enhancing players' engagement and enriching the overall gaming atmosphere.
## <mark><ins>Conclusion ⌛🖊️
In conclusion, our group project on Rolling Rivals, the wheelchair battle arena, has been an exhilarating journey filled with challenges and triumphs. My contribution to the project, particularly in crafting unique and captivating character designs, has been a highlight. By delving into each character's abilities, backstory, and wheelchair designs, I was able to infuse them with depth and personality, creating a diverse cast that players can connect with on multiple levels. Drawing inspiration from wheelchair sports, I integrated elements of athleticism and innovation into my designs, ensuring authenticity and relevance within the game's context. Furthermore, my poster designs served as vibrant visual narratives, bringing life and energy to the 3D environment Ethan meticulously created.


Through this project I had created a zbrush model for the main character Arachno Brawler which was ready for retopology but my zbrush crashed corupting my file and not opening and the only quick save I had has a much earlier stage of the model.Despite facing setbacks such as technical issues with my ZBrush model, I persevered, utilizing my 2D skills and creativity to craete more assets for the envionrment. While the loss of progress was disheartening, I remained determined to deliver a good product. Due to my zbrush file corrupting Im gonna going forwards recreating a new ZBrush model of Arachno Brawler for the upcoming degree show.
Throughout this project, my collaboration with Ethan was invaluable, as we navigated challenges and propelled the project forward with dedication and synergy, ultimately achieving a remarkable outcome that we can all be proud of.