PilgriMage

Concepts and designs from a story driven fantasy game project

​​​​​​​This project is receiving a 2021 Update! Check back for more!

Pilgrimage is a collaborative project between Lauren Thomas and myself that is currently in its early development phase (it was initially started in late 2018 as a small activity in between our studies). My place within the project is to help develop the world, story and characters.

The project focuses on The College of Magi, which sends its students out on a pilgrimage through the world below in order to complete the final phases of their training.
Environmental Concept (2021):
The End In Sight
Black and white studies figuring out how best to show the college and whether or not to introduce one or both main characters.
In PilgriMage the goal of the main characters is to reach the College of Magi, suspended on a floating island and only accessible via a portal which continually changes location.
Characters
The Hermit (2021 redesign)

The Hermit is one of the two main protagonists, and acts as a companion to the Pilgrim, who meets her during the early stages of her Pilgrimage back to the College of Magi to complete her training.

A former student himself, the Hermit has since become a master of necromancy - strictly forbidden by the college and generally frowned upon as a form of magic below its boundaries. He failed his own pilgrimage years ago, and while he never directly sought to return to the College of Magi he decides to take the opportunity that has presented itself under the guise of offering help to the Pilgrim.
The Hermit was the first of the 2021 character redesigns, as well as being a first attempt at painting using photoshop, and colourising an image from greyscale
An alternate design for the Hermit was more fantasy-based, and the world was initially populated by various fantasy races and mythical creatures. 
The Hermit - Design Concepts (Initial Designs 2019):
Younger Hermit concept
Younger Hermit concept
Initial tattoo design
Initial tattoo design
The Hermit older design
The Hermit older design
The initial design for the hermit used a beast race concept similar to that of a Firbolg from Dungeons & Dragons - this was later changed as it was decided that non-human races would be extremely rare and less likely to study 'human' schools of magic. 
I also decided it would make more sense for the Hermit to be older given his story, and decided that the initial tattoo concepts were a little overly complicated/ cluttered and needed to be refined. 
Tattoos are an integral part of character designs in this world, as they are used by all mages to control the flow of magic. ​​​​​​​As magic is extremely volatile in this universe its consequences can be severe - this is shown in the Hermit's design as his left arm is scarred, breaking the channelling tattoos there and making them less effective to use.
 Concept Designs (2019):
Lost on the Pilgrimage - An Apprentice Studying:
These are some basic concepts for backstory elements regarding the character of The Hermit, The Seer and apprentices currently studying at the main college.
The Coven of the Great Marsh (2019):
Farah: Senior Apprentice
Farah: Senior Apprentice
Dea: Youngest apprentice
Dea: Youngest apprentice
Nadie: Grand Witch of the Coven
Nadie: Grand Witch of the Coven
A few designs for The Coven of the Great Marsh, key characters in one segment of the story. Dea (centre) is the daughter of The Hermit (Below) and The Grand Witch (Right) and as such her design is intended to reflect this.
Rogues and Miscreants (2019):
Farj (Mercenary archer)
Farj (Mercenary archer)
Wanderer
Wanderer
Blacksmith
Blacksmith
Abraham (Human skunk)
Abraham (Human skunk)
These are side character designs based on the needs of the plot at varying point. They all either serve to aid or hinder The Pilgrim and The Hermit in some way. The more beastly designs (Bottom Right/ Centre) may no longer have a place in the story due to its more human focus, as discussed in the above Hermit design.
Location Design (2019):
Some very early concept sketches for possible locations, drawing inspiration form life as well as adding fantasy elements. Indoor spaces should reflect the characters who inhabit them, while outdoor areas are intended to add a sense of scale and bring life to the world.
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