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Before you even think of the character, you need to grasp what is going on in the game, says illustrator Shyam Deshpande. The story gives way to an ecosystem that automatically translates into details for your character. He shares few of his guiding principles.

Hot Date

Interrogation Before Imagination.

Even before conceiving a character, think why you even need to paint it. There are few questions one needs to answer to get the character right. Like, what are you trying to portray? What is the reason for his/her existence in the game? What is the story he/she dwells in. These form the base of the artwork. Take time to answer these questions. And rest assured, you are going to get a fitting character.


The Story is The Key.

The first job is to think about the plot of the game. Say, if it’s located on some alien planet, you need to think how the character will exist. Is it a safe happy place or full of unknown creatures? One needs to think about the persona of the character and accessories basis that. For instance, should he/she carry some essential weapons if it’s a scary place? Moreover, how these weapons should complement the character.


Like, a cave man shouldn’t be using a gun so you need to give him something which is primitive. Even the costume will have hints of a similar, natural material which is easily available on that planet. In other words, if you have a grab on the story, it will help your imagination to come up with the details.

Lord Vishnu

“Artists always try to find familiar shapes in everyday things like clouds or other elements of nature. The same happens when they try to conceive a character”

In Character, Abstraction And Realism Merge.

Of course, abstraction and realism are two different things. But at times, especially in cases of character design, the thin line between the two dissolve. Artists always try to find familiar shapes in everyday things like clouds or other elements of nature. The same happens when they try to conceive a character. While painting one, they define the silhouette based on a relatable figure. Depending on the demand of the concept, the look of the character tilts towards abstraction or realism. But ultimately, there is a hint of both in every character.

Mastercopy: After Repin

Character Concept

Exaggeration is a Choice.

There are lots of factors in a figure that makes it appealing for the eye and interesting for the mind. Artists generally look for volume, rhythm, body language, expression and interaction between the forms in characters. While creating for a game, one needs to decide which forms or elements one needs to emphasise on.


Directed by the concept, it can be either one of the aspects of the character or one of the supporting elements. Then comes the expression and the physical stance. Say, a character supposed to be king exudes lack of confidence in his body language. This can be totally confusing for the artwork. At the end of the day, you need to choose the elements to exaggerate and give the character a completion.

Character Concept

Published in Issue 15

Gaming Art Special! In this issue, we invited leading Gaming professionals to share their inspirations along with their suggestions to improve the Gaming Art in India. Featuring some of the big names of Gaming Art like Vinay Vikram Singh, Sandeep Menon and Neeraj Menon along with International renowned Russian studio, ‘Grafit Studio‘ and many more talented creatives.


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Creative Gaga - Issue 49


Juan Casini is a multidisciplinary designer juggling various mediums and keeping his passion alive by traveling and designing. He is a free spirit who loves to draw, travel and experience new things. Here, he talks about his journey and inspirations of becoming a designer.

The Snow Island.
SkyMath - Educational App
The Turtle Island.

CG: How did your tryst with design begin?

Juan: I started working as a 2D game artist for a video game company while I was in the early years of college. I learned a lot there and it was the perfect way to start exploring the video game industry and understand how such a complex product as a game is made. I found that I could really use my illustrations skills there so I focused entirely in the video game field and I worked in more than 50 game developments since then.


Today, design for mobile apps is my main area of expertise, collaborating in small-scale game development for indie studios to major developments and educational apps.

Ishtar. A personal project to show how animals can be gods for many cultures, mythologies and religions across the world.

CG: Any role models who inspired you early in life?

Juan: My father used to draw with me when I was a child and I’ve always been supported to get involved in artistic studies. I am very lucky for the education I got at such an important time of formation of a person, as is the childhood. But the most important thing is that they always encouraged me to do what I love. So I can definitely say that my parents are my role models

Space Cantina Game

CG: What influences you for your artworks?

Juan: I really like Japanese anime and the way they handle expression and visual impact. I’ve watched a lot of series and movies, thus animation and Manga are a great influence for me. I also believe nature is art in its pure form, so I keep traveling and constantly learning by watching and living on this beautiful planet.

Mammoth in Istanbul. A personal project, done when Juan started the freelance journey
Anunnaki. A personal project to show how animals can be gods for many cultures, mythologies and religions across the world.
Cebolla in Tokyo. A collection of postcards of our nomad journey with Flor Bisagno.
Live Forever. Contribution to a t-shirt design contest for Backseries (Spain).

CG: What do you want to express through your artworks?

Juan: I always try to give the best of me in all the projects I get involved in, and that means not only putting your best energy on it but also try to create a powerful and stimulating experience for the user or audience. So I try to keep the level of expression very high, adding many details and playing a lot with the colour palette, so no matter what the product is about, the eyes of the viewer can be positively affected in a more subtle and deep visual experience.

The Thunder Island.
The Rain Island.

CG: How do you avoid creative burnout or what do you do incase you feel creatively exhausted?

Juan: Initially during the early days of my freelance career I found myself working for too many hours on too many projects at the same time. Eventually, I realised that organisation and discipline are essential but it’s also important to take days off, rest well, go out and explore nature to have refreshing and exciting experiences as much as possible. It’s imperative to find your own rhythm, but most important, finding what you love to do and stop seeing your job as an obligation. It takes time and a lot of energy to stay away from the comfort zone, but if you can accomplish that I promise that it can change your life completely. Nowadays, a creative burnout with this nomad journey is really rare, when you are constantly discovering new places and cultures! It is just the best for your mind and soul

Crypto Tower Game
Crypto Tower Game

Published in Issue 33

We all face it! But everyone has their own unique way to come out of it, in this issue we try to explore different ideas of handling the ‘Creative Burnout’. The most common of all was #travelling, through everyone do it in their own unique style. Like Luke Ritchie from South Africa finds the nature and mountains as the best source of inspiration while Sushant Ajnikar says riding his bike and meeting four-legged loyal friends, dogs, on the way is the best way to learn. So, pack your bags and don’t forget to subscribe your copy before you leave!


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Creative Gaga - Issue 49


The animation studio, Bandiguapo, worked on the game trailer and brought together a bizarrely fascinating concept.

Trailer For a Video Game

Brief/ Challenge:

Monster full Games required a cinematic trailer for their game, Fatty Diver.


The game provides two options to play from, ‘Fatty’ and ‘Donald’. Hence, the game would have two trailers with each of the protagonists. The trailers needed to aptly capture this bizarre premise in a fun and enthralling way.


This was the first attempt at working for video games, for the Bandiguapo Studio. They were very excited to explore and understand the world of video games. This excitement can be distinctly seen in the final trailer. The textures, colours and lighting, all come together to emulate a very real poolside-relaxed-sunny-day mood. The rigging too encapsulates the fluid movement and feel of the game. The attention to detail cannot be missed, whether it is the carefree hopping on the diving board, or the wide eyed expression for the falling burger, it all surely makes for an enticing trailer.

The ‘Making Off’ video illustrates the painstaking research and exploration the studio went through to arrive at this trailer. It also provides an insightful peek for beginners to understand what it takes to make a video like this.

Trailer For a Video Game


Barbara Suardíaz

Ruben F Stremiz

Jarett Smith

Martin Cochinan
Ruben F Stremiz

Ruben F Stremiz

Art Direction
Ruben F Stremiz
Ganz Toll

Enviroment Design
Ganz Toll

Ruben F Stremiz

Shading / Textures
Ruben F Stremiz

Lighting / Rendering
Ruben F Stremiz

Maximo Ponz
Ruben F Stremiz

Maximo Ponz

Edition / Postproduction
Ruben F Stremiz

Audio / Folley
Ruben F Stremiz

Surf Medley / Junior_Brown

Monsterfull Games

Creative Gaga - Issue 49