In the first semester of Game Design at the HTW Berlin, one of our first projects was to create a character. Originally we were intended to use our designs as a blueprint for a maquette, however due to the COVID-19 pandemic, we were unable to do that.
We were given several prompts to choose. I chose Puppet to Kill. My idea was to create a type of handyman to a villain, that was created to be a supreme killing machine.
I could not shake the image of a warrior with an armor looking like exposed muscle out of my head. Therefore I followed through on that instinct. The person inside that armor must be imposing, dreadful, an image of death.
The name of the character, Myrs, is a combination of the Latin word for muscle and Mars, the god of war.
Their body looks uncanny. Like someone tried to create a human but went a bit off and the result ist slightly corrupted. To achieve that effect, I exaggerated the proportions.
But the most important aspect of the design is the armor, which would be a gift by Myrs' master, a powerful witch. To get a better idea of how armors are put together, I sketched some designs on top actual armor photos. Afterwards, I sketched the armors on the body outline I created prior.
After selecting the design that fit my vision best, I made another sketch. 
The armor consists of metal plates molded to look like muscle tissue and bones. Beneath the armor, Myrs would wear a black cloth, a remnant from their initial form.
The first complete draft of the armor was too symmetric. I knew that I needed to study more historical armor. I also knew I needed to overhaul segments like the shin armor a lot. The bone details weren't cohesive with the rest of the design.
Thinking about the story of Myrs, I thought about why this character was special. Why was this a character of interest, if they are just a henchman? My idea was, that within the game context, Myrs would evolve over time. 
At the beginning, players would start with a shadow-like creature that feasts on souls to grow. Usually, it devours a single soul, containing their knowledge and copying their face. However, the payer character would end up devouring the soul of one of two siblings who have been blessed by divine power (this would also determine wether Myrs appears more masculine or feminine). Therefore, Myrs now possesses divine power themselves and can continue to devour souls, growing and growing. The version of Myrs I conceptualized for this project is the final form.

Different stages of Myrs' evolution

Initially I wanted to add a helmet to Myrs' design, however each of the design lessened the raw and threatening impact his bare face had. Horns or spikes or a helmet in general gave distraction from the face. It also demonstrates the state of mind, of fearlessness and not having to worry about a blow to the head – this character is so powerful, they don't need the helmet.
The first complete draft was still too symmetrical and for many did not read as armor. Some elements like the "war skirt" were just not practical.
Before redesigning the armor, I thought about other elements, that are part of Myrs. I wanted the metalplates to not be too solid. Within the game, players would be able to feed of souls and gain momentary boons and skills, depending on the soul they devoured. However, it should not be possible to over-induldge. As a warning, death-masks would push aside the armor plates and stare at players, in case too many souls have been devoured. It would also slow down Myrs.
The lines on their face are caused by the way they feed. Their mouth/jaw unhinges like that of the sarcastic fringehead fish. 
I also made several sketches for possible companions, who would keep track of ongoing quests, oversee the inventory and might even be able to transform into a weapon. I settled for the hybrid of a fyling snake and two-headed lamb.
After studying more armor designs, I reworked mine to include more classic pieces of armor, that could also reflect what can be done within the game. Because the armor read too much like plain muscle on top of the character, I needed to make sure that it reads as actual armor.
In the final design, the companion actually is part of the armor and is filled with live once needed. It also breaks the symmetry in the silhouette. 
Conclusion
While I still believe in my core idea, I do want to redo the design eventually. It was the first time I created armor this intricate. Especially side and back-view are lackluster.
However the entire project reignited my passion for creating characters, including their back stories. I love thinking about how character's stories and designs are incorporated into the gameplay and how to communicate that to the players.
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