Junkyard Cyborg
Instructions for commission
I was given permission to share these instructions and images on my website. These are the guidelines given for the creation of the character.
1. Setting and Theme:
The game is set in a dark, dystopian future where various factions and unique characters battle for survival. This world is ravaged by war, corruption, and technology gone awry, so everything feels gritty, industrial, and dystopian.
The setting should influence the character’s design, think urban decay, broken landscapes, and high-tech meets low-life. The cyborg should look like a being shaped by a harsh, unforgiving world.
2. Cyborg Design:
No Ranged Weapons: The character should not have any ranged weapons (no guns, bows, or anything that shoots projectiles). This character’s base attacks should rely on close combat skills or mechanical enhancements to get the upper hand in battle. (Ranged weapons are picked up in game)
Focus on close-quarters combat tools: heavy mechanical limbs, enhanced strength, or brutal melee weapons (like blades, spikes, or fists). These should be part of the cyborg’s body, not something they hold or carry.
Body Modifications: A mix of flesh and tech. The cyborg’s body should be a blend of organic tissue and mechanical component, think cybernetic arms, legs, or even parts of the face. The modifications should be visible and functional, showing the cybernetic elements that enhance their abilities.
Aesthetic: The style should feel rough and unfinished, perhaps with exposed wiring, rivets, and patches of metal. There may also be signs of wear, corrosion, or battle damage. The cyborg could have a utilitarian look, almost like they were cobbled together from various pieces of tech scavenged from the world around them.
3. Features:
Age Range: The cyborg should look like a young adult—around their 20’s. They should have the physical features and energy of someone in the prime of youth, but with worn out parts.
Body Type: Think athletic, lean, and agile, but still with enough mechanical modifications to give them a sense of power and enhanced capability. They could be someone who’s used their youth and physicality to survive, using their cyborg enhancements to give them an edge in close combat.
4. Color Palette:
Stick to a gritty, muted color palette with shades of gray, dark metal, rust, and black. Splashes of brighter colors can be used sparingly to highlight certain mechanical parts (like glowing lights or energy sources within their body), but the overall vibe should be grim and utilitarian.
5. Size and Proportions:
The cyborg should still feel somewhat human, holding on to that fundamental half machine half man idea.
Think about their posture and how their enhancements might affect their movement. Stick to a simple pose, but try to express the “machine” in its pose (perhaps a robotic stance)
The character should feel like a natural fit for the world: gritty, and part of a larger cast of diverse characters. The cyborg’s design should tell the story of someone who is a product of the brutal world they live in, not someone who is untouched by the harshness of this future. Feel free to workshop some ideas in the character, perhaps how the mechanics can function in the game.