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【Character Design File】 Louis Cape: Art & Skill Design

【Character Design File】 Louis Cape: Art & Skill Design

121 View2024-01-03
Lonely and down-and-out Louis, despite his tragic childhood, is handsome, wields cool weapons, and showcases flashy skills! In summary, he's just too cool! Mr. Wallace can't wait to show everyone! Let's take a look together~
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Today's Protagonist: Louis Cape Bourbon
Art Director:  His character design was initially quite challenging, and it can be said that it was difficult to pinpoint. You can take a look at our earliest version, which was too anime-style, with a high degree of science fiction. His overall demeanor was somewhat like the Count in FGO, with a bit of a medieval hunter's outfit. However, we needed to make it more realistic.
BOSS:In fact, some elements have been retained in the current version.
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Art Director: Yes, for example, his cape has been retained because his overall positioning leans toward that of an assassin. Therefore, the entire costume has a relatively low-key aesthetic. In terms of personality, he has a significant contrast with the protagonist. Louis is calm and elegant. Therefore, his costume design has a somewhat suit-like feel, representing a more Westernized tactical uniform.
Mr.Wallace: Does it have a bit of a European knight vibe?
Art Director:  Yes, indeed. You can see that his attire, from the upper body suit to the pants resembling riding breeches, and even the silhouette of his shoes with a spur-like feel, all contributed to the fusion of an assassin and a knight. His overall positioning seems to be a blend of an assassin and a knight, and there is a need for some covert features.
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Art Director:  His weapon is a major characteristic of his entire character design. His weapon is a combination of wrist darts and a hand crossbow, featuring a somewhat medieval retro style. We took into consideration the matching and harmonious feel between the weapon and the character. Looking at this series of artistic designs, you can probably anticipate that his skills are going to be flashy.
BOSS: Moreover, he is a highly mobile character. During battles, he can perform various actions such as running, jumping, changing positions, and rolling. Therefore, his overall skill image needs to complement the use of his weapon and be agile.
Art Director: Yes, and it also brought about significant production challenges, lol! This includes issues like arm deformation and component connections.
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BOSS: Louis, whether in character image or gameplay, can be intuitively described as "tall, rich, and handsome." It's that kind of feeling of a "down-and-out aristocrat," revealing a noble temperament in a low-key manner. In addition to the artistic design, the combat designer team is also daily brainstorming how to make his skills impressive and flashy.
Combat Designer: Yes, he needs to have that vibe of "even though I'm low-key, once I unleash my skills, you'll feel how unique I am."  In our design, we hope that his overall skill gameplay has a strong connection with the weapon, creating different combination effects.
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Louis's initial skill is 【Les Misérables】 and its manifestation is similar to "shadow clones." Regarding the design of this skill performance, as you may have gathered from our character introduction, Louis has the unique talent of "Twin Phantoms, " an antimatter doppelganger enveloped in ether, essentially another version of himself.
As long as there are enough bullets, this skill can last for a long time, continuing until the magazine is empty, at which point the skill will end. This once again emphasizes the significant connection between the skill, character, and weapon progression, as mentioned earlier.
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The second skill is 【Journey to the Night】, where Louis slides forward and shoots in the forward direction. If there are enemies ahead, he will automatically attack surrounding enemies. This skill is designed for continuous and ultra-fast displacement. During rapid movement, players do not need to have a strong aiming requirement because aiming while moving at high speed can be very challenging. Therefore, we've lowered the difficulty to make it more accessible.
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The third skill, 【On the Heights of Despair】, triggers bullet time upon activation. The character performs a leaping motion toward the release direction and delivers five consecutive shots in the aiming direction. This skill leans more towards an output-oriented weapon development approach. It is relatively more challenging compared to the previous skills, as it requires players to maintain continuous aim in the direction of the reticle while moving rapidly.
Combat Designer: In the end, I would like to mention that in the future, we will continue to create more skills with multi-stage aiming that require precise control. You can look forward to it!


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