From the start of development, I knew Shh, Zombies would be cube based in its models for characters and levels. I’d found a program to make these models, Qubicle (http://www.minddesk.com/), which would allow me to concentrate on making the game, and not get side tracked having to learn how to model in 3DS Max. Below is the player design process I went through to reach the final design.
Before any designs were thought about, I’d already decided on a few things that would affect the design of the player:
So, with that in mind I drew a sketch of what I was aiming for, and modelled it in Qubicle:
The head is looking up towards the sky, making it a bit more interesting for the person playing the game and giving a bit of a unique, different look to other games with similar looking characters. However, I wasn’t happy with this design, he’s too tall and thin, with a tiny head. Next up was the design of the head — its size and placement on the body:
It was around this point in the design process that I came across Cubeecraft (http://www.cubeecraft.com/), a website that has designs of characters from pop culture on cut-out templates to create cubed versions of them.
From this, I was able to work out the dimensions to use, and the amount of voxels to use for each section, when building the model in Qubicle.
Finally reaching the finished design, which has been used for the player and two enemy types.