Cana Design [Mend]

Final design.

Final design.

Some color choices, bonus blacklight concept for some underworld levels.

Some color choices, bonus blacklight concept for some underworld levels.

Cana mobility sketches

Cana mobility sketches

Exploring masks/movement/patterns

Exploring masks/movement/patterns

I'd find out the ear and snout silhouette to be most important for clicking as a fox. Also where the cloth in braid hairstyle comes in.

I'd find out the ear and snout silhouette to be most important for clicking as a fox. Also where the cloth in braid hairstyle comes in.

First round of mask exploration, trying to balance reading as a fox versus maya style designs.

First round of mask exploration, trying to balance reading as a fox versus maya style designs.

First sketches of the redesign, I wanted to draw the girl's face underneath to help with the personality of the design. Mask way too angular.

First sketches of the redesign, I wanted to draw the girl's face underneath to help with the personality of the design. Mask way too angular.

Where I started with the redesign. Trying to find cultural garb/patterns/colors/shapes to work into the new design.

Where I started with the redesign. Trying to find cultural garb/patterns/colors/shapes to work into the new design.

Original model sheet. This version was deemed too off culture but we wanted to retain some aspects of the design that worked like the bright color and the fox ears.

Original model sheet. This version was deemed too off culture but we wanted to retain some aspects of the design that worked like the bright color and the fox ears.

Early personality sketch of Cana.

Early personality sketch of Cana.

Cana Design [Mend]

Cana is the controller player in the asymmetrical VR experience. She needs to read for the VR player in the environment, she's also a fast character doing

When I'd orginally designed her for the Oculus LaunchPad program, we were short on time and the theme was just more generally jungle so I'd relied on a kitsune mask. The project was picked up and so I got the opportunity later to revisit the design and aim for a more traditional Maya aesthetic that we had shifted towards over the course of development.