Someone on HoYoLAB asked me for character design tips for Genshin/HSR OCs. I thought it was a fantastic question, so I thought I'd share my very long answer here as well:
thanks for the interesting question! I'll try to summarise neatly for you, but here are my most important takeaways:
1) recognisable silhouette : if I create multiple characters, I should be able to identify each one by their silhouette alone. This means styling the hair, skirt, and flowy bits in a way that gives them a distinct appearance without relying on colour and detail.
2) colour "blocking": Genshin/HSR shaders being so much simpler than other anime games is a big part of why their designs are complicated and full of tiny visual details. Beautiful texturing work and using colours to break up the outfit into recognisable shapes (bodice, sleeves, shorts, tights) even when viewed from a distance is, in my opinion, a masterclass in making a game visually interesting and performant by playing to the strengths of what you've got. The simpler shader is a big part of why HoYo games are performant on low-end devices, and their art style plays to that strength instead of treating it as a flaw. Essentially, the different pieces of the outfit should break up the character into different clearly-defined solid-colour zones, and no two adjacent zones should be the same colour.
3) everyone's favourite HoYo design quirk: asymmetry! Yes, we all do sometimes find the random thigh straps and tights/pants of different length funny, but it's really good at creating visual interest and is a character design fundamental for a reason. One of the things I noticed that the amount of asymmetry in the design increases from NPC to 4* to 5* in an ascending order, and simply adding more asymmetry can make a character feel like they're of a a higher rarity, whereas the more monochromatic your design, the more they feel like an NPC.
4) Next, on to 3D animation constraints and requirements. This is something of what I specialise in, so I've done this several times before when directing concept art for character animation, but here are quick soundbites everyone can use:
a) long skirts are notoriously difficult to animate. They love to glitch out and clip into themselves, clip into the environment, look odd when climbing or running - and keep in mind, HoYo games prefer performance over fancy solutions like complicated cloth or physics simulations. Hence, you get a lot of high/low skirt design, split skirts (which serve one other purpose I'll explain below) so that the legs have maximum degree of movement and so that animations can be shared more easily across all characters (good animation pipeline decision)
b) dangling/flowy scarves/hair/jewellery to create what we call "secondary animation". Essentially, these elements move with the direction of movement, and serve two important purposes:
- a game design purpose where it gives you very clear visual feedback on which way your character is going regardless of how your camera is positioned.
- creates more visual interest and allows you to exaggerate the impact of every movement. This comment is very long already, but try looking at animations with and without secondary animation applied, and the difference is night and day. I have some interesting YouTube videos I can point you to if you're interested, but probably not here.
5) repeating patterns/motifs across the whole character - usually a simple geometric shape or curlicue. I picked two shape elements that I used everywhere in this design. Hint: one of them also appears everywhere in Wanderer's character design and in a lot of Sumeru architecture, which is what I was going for given my character's background. Tell me if you can spot them! I'll reply and tell you if you got them right.
This was a long explanation and HoYoLAB's comment length limit forced me to break up my answer into multiple comments, but I hope this was helpful.
I'm not a professional character designer/concept artist in the least. I've only dabbled a little in previous gigs and directed a few character design decisions for animation, that's about it.
Thanks for the great question! I enjoyed answering it.
the only addendum to my HoYoLAB explanation is that: don't be afraid to reference HoYo's own designs! I used Jeht, Nilou, and Elysia as my main references, and picked out elements from their outfits I really liked. The goal isn't to copy, it's to "steal like an artist" : find the elements that speak to you and try to put them together in different ways until it looks right to you. Have fun!
here's the character concept art I created for reference: