In Last Stop, I was responsible for developing the artistic style and the workflow for efficient character designs and models built on supplied character bio's and briefs. I developed and designed the main cast, side characters and crowds.
All characters were developed to fit a shared rig, face rig and facial blendshapes; various body parts were also split into reusable pieces to create additional NPCs, for crowd generation and even bespoke secondary characters focusing on emotive and diverse designs. The workflow needed to be as simple as possible and allowed us to make new characters in a matter of minutes.
Characters in these screenshots were modelled and textured by me in a PBR metalness workflow for implementation in Unity.