|Feeling ridiculous photogenic, eh?|
Right from the start, we knew we didn't want to make just-another-cute game character, but rather a unique, authentic game character that would be easily recognized.
At this point, we were still in search for a design that didn't only shape his final form, but also determined the look of the game so they would both fit well as a whole. Once we got more ideas rolling, Heroki's design literally took off to new levels:
|Heroki has a functional design that emphasizes all his abilities.|
We knew that the carried object would be placed below his body for readable causes, so in order to not let the object conflict with his body or head, Heroki would need BIG arms. If Heroki would have small arms, the carried object would be placed in front of his body - making it seem like Heroki was an object with a head attached to it so that wouldn't work for obvious reasons.
In order to clearly show Heroki's expressions, we decided to make his head 'slightly' bigger so it would be easier to see his emotions on a smaller screen (*Note: At the time, we were developing on an iPhone 3gs 480x320 screen). This is particularly important to emphasize the change of associated gameplay. For instance when Heroki gets hurt, he shows an expression that fits that state. Same goes for when Heroki attacks - he'll show a more focussed/powerfull expression.
Now, you've probably noticed the tiny body, legs and feet. Not only does this give him a more "young boy" look with playful agile moves, but this was actually more a design choice because it is one of Heroki's least important abilities. By giving him a slightly smaller body, the focus would be more directed towards his arms and head which in their part (as described above) have a bigger rol in functionality.
And there it is! Simple design functionality really shaped Heroki to his final form you see today :).
|Cool story bro!|