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Concept Design / Adventure RPG Teesside University · Year 2 individual project

Practice Based Research - Maya-Inspired Concept Design

Visual development for a Maya-inspired adventure RPG, from world research to characters, interface, weapons and magic.

Project period2025.9–2026.1

Practice Based Research portfolio cover

This research project was the early concept prototype for Jaguar.

I first experimented with Maya-inspired design during my foundation studies. For this project I returned to that interest through a fictional adventure RPG. I used the research boards to work out the premise and visual language, then tested how those ideas could carry across characters, creatures, the interface, weapons and spell effects.

01 / Practice Based Research

Premise and world research

A character who refuses their fate

I began with a protagonist chosen by Kukulkan as a sacrifice. The character decides to escape. Outside the city, they cross a magical barrier into the Raven Priest’s territory. The priest reads their arrival as a sign of change and begins teaching them basic spells. This gave me a way to connect the protagonist’s flight with the first encounter with magic.

I considered a side-scrolling platformer and looked at Hollow Knight and Ori before choosing a 3D RPG as the format for this concept. I wanted players to see the setting from several angles and explore the spaces between landmarks. My early notes considered combat, stealth and puzzles based on deities and celestial bodies.

Initial RPG premise and Mesoamerican visual references. FULL SIZE ↗
Format exploration, the protagonist’s escape and the Raven Priest encounter. FULL SIZE ↗

From ritual and material to character

In the ritual research, I considered making the protagonist a captured prince. That gave the sacrifice a political context and suggested a possible injured state to show visually. I also noted jade and obsidian for costume accessories, agricultural motifs for ornament, and sharper painted markings for a more martial appearance.

Ritual references and possible implications for the protagonist’s background. FULL SIZE ↗
Civilisation research, costume materials and ornament notes. FULL SIZE ↗

Mythology as a starting point for encounters

I explored using four directional pillars as a puzzle for opening hidden doors or temples. I also considered paired enemies based on the day and night aspects of the sun, with abilities that could interact or cancel one another. My Kukulkan notes suggested a route through connected caverns towards the coast, and a particular time of year for the prophecy to unfold.

Deities, directional pillars and the day and night encounter idea. FULL SIZE ↗
Kukulkan references and ideas for caverns and prophecy. FULL SIZE ↗

Landscapes and equipment

I used geography to sketch a route through plains, rainforest, lakes and coastal areas, with a possible destination near a volcano. The military research gave me a separate starting point for equipment. I considered a spear, bows and stone darts, with a blowgun as a possible tool for hunting or triggering mechanisms. The material notes emphasised wood, hide and obsidian.

Geographic references and possible regions for the map. FULL SIZE ↗
Military and weapon references, with notes on gameplay uses. FULL SIZE ↗
02 / Practice Based Research

Protagonist design

Headdress, motifs and colour references

I looked for a silhouette that would show the protagonist’s connection to Kukulkan. Stone reliefs suggested the combination of animal forms and feathers in the headdress, while manuscript images gave me a separate source for patterns and accessories. I also studied how modern games and films interpret related imagery, with those references kept on their own boards.

Stone reliefs, feathered serpent motifs and headdress studies. FULL SIZE ↗
Modern character art and palette references. FULL SIZE ↗
Manuscript references, including the Madrid Codex. FULL SIZE ↗
Headdresses, costume shapes and animal motifs in games. FULL SIZE ↗
Film costume references and notes on materials and accessories. FULL SIZE ↗

Silhouette and colour development

In the sketches I varied the height and spread of the headdress, the outline of the shoulders and the shape of the hanging cloth. Once I had narrowed those choices, I compared blue, green and red accents across the same design. The final board keeps a tall feathered silhouette, with bright colour concentrated around the head and upper body.

Early silhouettes and headdress options. FULL SIZE ↗
Refined head, shoulder and cloth shapes. FULL SIZE ↗
Three colour studies on the developed silhouette. FULL SIZE ↗
Final protagonist design. FULL SIZE ↗
03 / Practice Based Research

Antagonist design

Feathers and branching forms

My mythology research led me to collect bird forms and feather arrangements for this character. I also looked at antlers with a wide spread and relatively simple branches. These gave me two directions to work with, a sharp profile around the head and a broader shape that could extend sideways.

Creature and deity imagery used as visual references. FULL SIZE ↗
Antler shapes and branching silhouettes. FULL SIZE ↗
Feather arrangements and accessory references. FULL SIZE ↗

From silhouette to final palette

I began with several body shapes and compared them against a human scale. I then developed the silhouette with a tapering, root-like lower body and wide antler forms, varying where cloth hangs and how the head reads above them. The colour studies compare several ways to balance the cool feather colours against the warmer branching forms. I carried that contrast into the final design.

Alternative creature silhouettes with human scale markers. FULL SIZE ↗
Shape and detail variations on the selected silhouette. FULL SIZE ↗
Colour studies for feathers, fabric and branching forms. FULL SIZE ↗
Final antagonist design. FULL SIZE ↗
04 / Practice Based Research

NPC creature design

Mythic forms and feline movement

The creature references began with animal forms from the mythology research, including jaguar imagery. For the body and poses I studied cougar drawings, looking at the shoulders, spine and tail in both realistic and stylised examples. Those references gave me a grounded starting point for drawing an unfamiliar creature in motion.

Mythic animal imagery and creature references. FULL SIZE ↗
Cougar anatomy and movement references. FULL SIZE ↗

Body, crest and poses

I sketched upright, compact and low-slung bodies before developing the four-legged design. The colour studies keep the main body shape consistent so I could compare the long crest, facial markings and decorative fittings. I also drew the creature crouching, leaping and turning its head to see how the crest and tail read from different angles.

Body shape and silhouette sketches. FULL SIZE ↗
Four palettes for the body, crest and fittings. FULL SIZE ↗
Pose and expression studies. FULL SIZE ↗
Final NPC creature design. FULL SIZE ↗
05 / Practice Based Research

Interface design

A shared visual language for the HUD and menus

I gathered references for frames, status bars, icons and inventory screens. In the sketches I compared a more geometric treatment with a curved, ornamental one, applying each to small HUD elements and to a larger inventory panel. The colour study tested whether the motifs still read when combined with slots and other interface information. I finished the HUD as a separate design sheet, using turquoise bars and gold edging to connect it to the rest of the project.

References for frames, HUDs, icons and inventory panels. FULL SIZE ↗
Geometric frame and interface sketches. FULL SIZE ↗
Curved frame and interface alternatives. FULL SIZE ↗
Colour development across HUD and inventory elements. FULL SIZE ↗
Final HUD design sheet. FULL SIZE ↗
06 / Practice Based Research

Weapon design

From weapon references to a ceremonial silhouette

My reference board compares stone blades and points with wooden handles and different ways of joining the two. I sketched several weapon types before developing the long-handled design with an animal head. I kept the handle comparatively quiet so the head could carry the carved forms, bright colour and feather-like details.

References for stone blades, wooden shafts and joins. FULL SIZE ↗
Alternative weapon shapes and silhouettes. FULL SIZE ↗
Shape and colour development for the long-handled weapon. FULL SIZE ↗
Final weapon design. FULL SIZE ↗
07 / Practice Based Research

Magic design

Keeping the action readable

I collected references for weapon effects and summoning, paying attention to how the figure reads inside each effect. In my sketches I used a dark character silhouette to test sweeping attacks, emerging shapes and a more symmetrical summoning composition. I developed the last of these into a frame with paired figures and a disc above the caster. The final palette separates the warm outer forms from the dark silhouette, keeping the casting pose visible.

Weapon effect and summoning references. FULL SIZE ↗
Early effects around a character silhouette. FULL SIZE ↗
Directional effects and summoning composition alternatives. FULL SIZE ↗
Line development of the summoning composition. FULL SIZE ↗
Final colour design for the summoning effect. FULL SIZE ↗
08 / Practice Based Research

Workshop studies

The eight workshop boards record shorter exercises alongside the RPG project. I used them to practise generating ideas quickly and drawing the same subject through different views or poses. They cover environment thumbnails, costume and creature sketches, weapon and vehicle shapes, and storyboard and action studies.

Workshop 1 · idea mapping and environment thumbnails. FULL SIZE ↗
Workshop 2 · character and costume sketches. FULL SIZE ↗
Workshop 3 · weapon profiles and ammunition detail. FULL SIZE ↗
Workshop 4 · creature shape and pose studies. FULL SIZE ↗
Workshop 5 · character sketch and storyboard sequence. FULL SIZE ↗
Workshop 6 · snow-themed creature sketches. FULL SIZE ↗
Workshop 7 · vehicle reference sketches and design. FULL SIZE ↗
Workshop 8 · action poses and encounter composition. FULL SIZE ↗