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Angela Wang PROTFOLIO 2024 (illustration design)

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This is my trip from 2022~2024.

Concept & Character Design

Character Design & illustration

PORTFOLIO

王薰瑩 ANGELA WANG

2022.09-2024.08

Education

國立臺北科技大學 創新設計所 碩士

東海大學 工業設計學系 學士

Skill 2D 3D

S olidworks

A lias

Keyshot 3D Max

Cinema 4D P hotoshop I llustrator Procreate Indesign Premiere Pro Figma

遊戲引擎 Unity

Experience

2024

目前陸續接案平面設計與插原畫繪圖

Taking on projects in graphic design and original illustration currently.

參與ICKII

2024_創新知識與發明_國際研討會發表

《An Exploration of Player Preferences on Role-Playing Games Character Design》

Participated in ICKII 2024 - International Conference on Innovation, Knowledge, and Invention, presenting a paper titled "An Exploration of Player Preferences on Role-Playing Games Character Design.

2023

擔任國家科學及技術委員會_研究計畫_國立臺北科技大學工業設計系_ 應用混合實境互動設計於工業設計系FDM與VP模型製作教學數位化之研究_研究員

Served as a researcher in a project under the National Science and Technology Council at the Department of Industrial Design, National Taipei University of Technology. The research focuses on "Applying Mixed Reality Interaction Design to the Digitalization of FDM and VP Model Production Teaching in the Department of Industrial Design."

擔任北科大自主學習社群601A招集人

Served as the convener of the NTUT Self-Learning Community 601A.

參與明志科大_2022_技術與教學國際研討會發表 《Exploring the Preference of Female Gamers to E-Sports Products in Mobile Competitive Games》

Participated in the 2022 International Conference on Technology and Teaching at Ming Chi University of Technology, presenting "Exploring the Preference of Female Gamers to E-Sports Products in Mobile Competitive Games."

擔任教育部 - 教學實踐計畫_國立臺北科技大學工業設計系 虛擬實境導入設計系學生於工廠設計實作課程與練習之創新教學場域與技術應用研究 研究員

Served as a researcher in a Teaching Practice Research Program under the Ministry of Education at the Department of Industrial Design, National Taipei University of Technology. The research focuses on "Innovative Teaching Field and Technology Application Research on Integrating Virtual Reality into Factory Design Practice Courses and Exercises for Design Students."

Awards

2024年參與ICKII2024_創新知識與發明_國際研討會獲得 Best Conference Paper Award Participated in ICKII 2024 - International Conference on Innovation, Knowledge, and Invention, and won the Best Conference Paper Award.

2024 年國立台北科技大學 創新設計所 應屆畢業成績 第三名

Ranked third in the graduating class at the Graduate Institute of Innovation and Design, National Taipei University of Technology.

2023年 第八屆兩岸新銳設計競賽華燦獎 產品設計組/三等獎

Won Third Prize in the Product Design Category at the 8th Cross-Strait New Talent Design Competition - Huacan Award (成員鍾宇傑、陳昱廷、王薰瑩) _(Team members: Allan Chung, Yuting Chen, Xunying Wang). 2023 iF DESIGN STUDENT AWARD 2023---SHORTLIST of 300 (成員鍾宇傑、莊雅淇、何堉楨、王薰瑩) _(Team members: Allan Chung, Ya-Chi Juang, Yu-Chen He, Xunying Wang).

2022年康寧創星家競賽---優等獎(成員鍾宇傑、陳昱廷、王薰瑩)

Won Excellence Award in the Corning Star Maker Competition_(Team members: Allan Chung, Yuting Chen, Xunying Wang).

2021年獲得110年度東海大學系所考核優秀教學助理

Received the Outstanding Teaching Assistant Award in the department evaluation at Tunghai University.

2020年東峯紡織股份有限公司產學合作案創新結構之戶外家具開發設計---第三名

Participated in the industry-university collaboration project with Tongfeng Textile Co., Ltd., and won third place for the innovative structure of outdoor furniture design.

2019年織創流行科技股份有限公司_新創針織鞋設計競賽---入選獎

Selected in the New Knitted Shoe Design Competition by Zhichuang Fashion Technology Co., Ltd.

專案設計001

本項專案根據碩論研究《RPG玩家對角色造 型設計偏好之美術創作》,透過具有10年以 上經驗玩家識別現有熱門RPG角色,以玩家 視角判別角色之特徵與設計內容,加以整理 再根據業界角色設計專家之建議進行後續角 色提案修正。

以保有日系傳統服飾設計混合科技未來元素 進行風格導向設計。

Project Design 001

This project builds on a master's thesis titled "RPG Players' Preferences for Character Design " Experienced RPG players with over 10 years of experience identified and analyzed popular RPG characters. The findings were then refined based on input from industry experts.

The design approach combines traditional Japanese clothing with futuristic technology elements.

設計者:王薰瑩

指導老師:梁又文 老師

協助指導業師:簡明哲 老師、范寧達 老師、孟廣貞 老師

Designer: Angela Wang

Thesis Advisor: Professor Yo-Wen Liang

Guest Lecturer Co-Teaching: Ajer, Ningda Fan, Mollie

背景說明

Background

由於地球科技水準上升,各國為維護自身國際地位與確保開發中的項目能持續不斷突入資源,在地球原資源下 進行新興資源的開發與有限資源的爭奪,民間和官方為保護自身民族或從中獲利,組建有系統化的武力團隊。

With advancing technology, nations compete for limited resources to maintain their global standing. Both private and government forces have formed organized military teams to protect their interests and secure new resources.

What is the character design of __?

研究流程

Research Process

確立目標風格 Establishing the Target Style

本次研究風格為傳統文化結 合未來科技,以保留原傳統 文化風格如日式和服等剪裁 結合未來科技可能會有的材 質進行變化。

The research style blends traditional culture, like Japanese kimono cuts, with futuristic technology and materials.

參考熱門作品 Referencing Popular Works

本次參考的遊戲分別為幻塔 、決戰平安京、崩壞:星穹 鐵道和明日方舟的部分符合 上述設計特點的角色作為實 驗媒材。

The study uses characters from games like “Tower of Fantasy”, “Onmyoji Arena”, “Honkai: Star Rail”, and “Arknights” that fit the target design features.

標的風格說明

Design Style

以保留傳統日式服飾剪 裁或花紋為主,配件也 盡量以冷兵器為主。

The target style focuses on preserving traditional Japanese clothing cuts and patterns, with accessories primarily featuring cold weapons.

研究背景說明

Research Background

本研究主要根據特定美術風格與背景的現有熱門RPG作品 中的角色,透過具備多年遊戲經驗之玩家進行角色辨別實 驗,以職業作為分類類別,歸納出其職業角色的設計具體 共通特徵,並以其作為本次專案的設計要點進行劍士與射 手的設計,後續以問卷調查法的方式,統計出角色與玩家 族群偏好之關聯性。

This study analyzes characters from popular RPGs with specific artistic styles and settings. Experienced players identified and classified characters by profession, summarizing common design traits. These insights were used to design swordsman and archer characters for the project. A survey will later be conducted to analyze the relationship between these characters and player preferences.

角色辨別實驗 Character Identification Experiment

實驗找尋了3女2男,具有一 定RPG遊戲經驗,將上一階 段的角色以剪影與立繪讓玩 家填寫對角色的辨別想法與 其設計特徵。

The experiment involved 3 female and 2 male RPG players who identified and described character design features using silhouettes and full illustrations.

歸納設計特徵 Summarizing Design Characteristics

將實驗中5位玩家 所給予的 答案做整理,將共通和多次 出現的內容做為設計關鍵詞 ,並依據角色職業與性別做 歸納

The responses from the five participants were analyzed to identify common design features, which were then categorized by character profession and gender.

進行設計 Design the Characters

本次研究風格為傳統文化結 合未來科技,以保留原傳統 文化風格如日式和服等剪裁 結合未來科技可能會有的材 質進行變化。

Based on the summarized characteristics and design elements, three sets of designs were created for both male and female swordsman and archer characters.

日式復古 Japanese retro 未來科幻 Sci-fi futuristic

以顏色和材質設計為主 ,試圖讓服飾看起來機 能性與科技感高一點。

The design emphasizes color and material choices to enhance the functionality and futuristic feel of the clothing.

實驗介紹

Experiment Introduction

透過24個遊戲角色立繪和剪影,讓玩家進行角色具體特徵的辨認,如認為該角 色攜帶配件是劍士或為皇家騎士等,進行描述,並且玩家認RPG代表角色為劍 士與射手,後續將以這兩項職業類別進行繪製。

"Players will identify characteristics of 24 character illustrations and silhouettes, such as whether a character appears to be a swordsman or a royal knight. Players will focus on identifying swordsmen and archers for future character illustrations."

角色設計要素歸納

Character Design Elements Summary

劍士 Swordsman

射手

Archer

男性 male

女性 female

男性 male

女性 female

Subordinate units usually convey the image of mercenaries or a security force

衣服搭配細節會進一步展示攻擊方式或是作戰環境 Clothing details further highlight the attack methods or combat environment

關鍵部位例如膝關節或是肩膀會有護具或是鎧甲 Key areas like the knees or shoulders often feature protective gear or armor 從屬單位通常給人傭兵或是護衛隊的形象

年紀較為年長 Generally older in age 給人性格通常較為沉著凜冽 Give off a calm and stern demeanor

武器多半會較為細長或是有輕巧型的外表 Weapons are typically slender or have a lightweight appearance

連帶的動作或是立繪模式較為相近 Related actions or illustration styles are quite similar

整體給人的氣場會較為強勢

The overall impression tends to be more powerful or dominant

大 衣或披風較為常見

Coats or cloaks are more commonly seen

武器類型相近 Similar weapon types

職業多半是傭兵遊俠或是護衛隊中的人 Often belong to professions like mercenaries, rangers, or members of a security force

服飾為活動敏捷或是行動方便,較為貼身 Clothing is designed for agility and ease of movement, fitting closely to the body

武器刀劍上的特殊材質讓人容易聯想到還有其他攻擊方式 Special materials used on the swords or blades suggest other possible attack methods

身上衣些較為脆弱的地方會有鎧甲 Armor is present on more vulnerable areas of the body

身形較為精瘦 Build is more slender

性格或是給人的印象較為內斂 Tend to have a reserved or introverted demeanor

表情較為嚴肅不易親近

Expressions are serious and not easily approachable

身上有明顯的彈藥夾或是箭袋 Often carry visible ammunition pouches or quivers

衣服搭配細節會進一步展示攻擊方式或是作戰環境 Profession is more aligned with behind-the-scenes support roles, such as field agents or security personnel

服裝方面防護較多、穿得比較多 clothing provides more protection and is more layered

手套的搭配比較常見 Gloves are a common accessory

遠程武器 Use ranged weapons

通常會有比較精明的形象 usually have a more astute or clever appearance

從屬職業較像保鑣或是殺手(不排除是因為服裝較為偽裝或是輕便需求導致) Profession is often similar to a bodyguard or assassin (possibly due to the need for more discreet or lightweight attire)

配戴通訊器進行溝通及覆命 Wear communication devices for coordination and reporting

帶有背帶或是耗材 Carry straps or consumables

給人較為收斂或內斂的感覺 Give off a restrained or reserved vibe

服飾方面會較為方便行動的款式 Clothing is designed for ease of movement

姿勢不太張揚 Posture is not overly showy

遠程武器 Use ranged weapons

FINAL DESIGN

最終優化設計

設計研究結果

Research Results

在51份有效問卷中,第二套的設計獲得偏好第一的票數最高,而在 作為收集角色的設計中,第二套與第三套設計男玩家的偏好度明顯 高於女性玩家,而女性玩家普遍較偏好第二套設計。

從問卷反饋中,男性玩家較偏好女劍士較為貼身成熟的設計;女性 玩家反而對女射手的設計較為偏好。

The second design received the most first-preference votes. Male players preferred the second and third designs, while female players favored the second. Males liked the more mature design of the female swordsman, while females preferred the female archer's design.

該套設計細節較為完善,目前並未做過多的修正與優化。

後續若要進行更細部的設計與規劃,會針對頭飾以及鞋面 進行調整,對這套設計定位會趨近於公家機關的武力幹部 類似巫女服飾設計後續也可能作為遊戲背景小隊制服型式 武器的部分雖不向其他套設計為武士刀,但考量到角色的 服飾較為復古,所以將薙刀作為了其武器配置。

The design is well-developed with no major changes yet. Future adjustments will focus on the headpiece and shoes. The design aims to resemble a military officer and might include a Miko-style outfit for the game. Instead of a katana, the naginata was chosen to match the character's traditional look.

FINAL DESIGN

最終優化設計

設計研究結果

Research Results

在51份有效問卷中,第二套設計獲得偏好第一的票數最高,其中 女性玩家明顯較喜歡該設計,部分男性玩家較喜歡第三套設計, 年齡較輕的女性與年齡較高的男性較偏好此設計。男性對於男劍 士設計偏好更具有科幻感的要素,女玩家則依據審美偏好做選擇

The second design was most preferred, especially by female players, while some males favored the third. Younger females and older males also liked the second design. Males preferred a sci-fi look for the male swordsman, while females chose based on aesthetics.

設計修正方向

Design Revision

後續在現有時間內替第二套設計人物設定背景優化和調動 由於實驗因子的限制,角色的面部不會過於突出,優化過 程為了讓角色更鮮明,在面部特徵與部分裝飾上進行細化 角色整體設計方向為風流倜儻的戰略前線小隊隊長,為了 與武士形象有反差,讓角色有一頭好看的長髮。

In the remaining time, the character backgrounds for the second design will be optimized and adjusted. Due to experimental constraints, the characters' facial features will not be overly emphasized. To make the characters more distinct, facial features and certain decorations will be refined.

The overall design direction for the character is a charismatic and dashing frontline squad captain. To contrast with the samurai image, the character will have attractive long hair.

FINAL DESIGN

最終優化設計

設計研究結果

Research Results

在51份有效問卷中,第三套的設計獲得偏好第一的票數最高,其 中大部分女性玩家較為偏好該設計,男性玩家偏好則較為均分。

普遍女性玩家較喜歡第三套設計的配色與服飾剪裁,同時較為偏 好射手這一職業,其粉嫩的配色是吸引她們的主要原因之一。

Out of 51 valid surveys, the third design received the most first-place votes, particularly from female players. Male players' preferences were more balanced. Female players preferred the color scheme and cut of the third design, and were attracted to the archer profession and its soft colors.

後續在現有時間內替第三套設計人物設定背景優化和調動 原因在於實驗因子的限制,讓臉部設計不得過於分化鮮明 而後針對第三套原有的設計,多增加較為少女的設計和要 素如辮子及蝴蝶結,以角色為郵差信使為設計出發點,多 行走於荒地或深山進行工作,增添較好遠處辨認之設計。

In the remaining time, the character background for the third design was optimized and adjusted. This was necessary due to experimental constraints that required the facial design to remain less distinct. The original design was enhanced with more feminine elements, such as braids and bows, and the character was envisioned as a mail courier. This role involves traveling through wastelands or mountains, so additional features were added for better long-distance recognition.

FINAL DESIGN

最終優化設計

設計研究結果 Research Results

在51份有效問卷中,第二套設計獲得偏好第一的票數最高。

其中女性玩家明顯相較男性玩家更為偏好,而男性玩家普遍較喜 歡劍士之職業外,對於男性角色也較喜歡富有科幻元素之設計, 針對女性玩家的反饋表示,較偏好第二套設計射手的看起來較為 冷酷沉穩的外表。

Among the 51 valid surveys, the second design received the most first-place votes. Female players preferred this design more than male players, who generally liked the swordsman and sci-fi elements. Female players were drawn to the archer's cool and composed look in the second design.on aesthetics.

設計修正方向

Design Revision

該套細節與設計較為完善,目前並未做過多的修正與優化 後續若要針對職業及原設計進一步優化,會以公家單位情 報官的工作背景進行深化,內裡衣服即是制服象徵之一。

較為冷淡沉默的氣質還有服裝配色也以此為導向進行設計 較多的綁帶具有功能性,能作為伸縮繃帶與攀爬繩使用, 角色本身也有快速於移動的需求設定。

The design is already quite detailed and refined, with no major revisions or optimizations made. If further improvements are needed, they will focus on the profession and original design, deepening the character's background as a government intelligence officer. The inner clothing would symbolize part of the uniform. The character's cold, silent demeanor and the color scheme were also guiding factors in the design. The numerous straps are functional, serving as extendable bands and climbing ropes, and the character is designed for quick movement.

角色立繪設計與插畫 本節主要為對外接案與自主練習之作品。

內容包含角色設計、人物立繪繪製與插畫繪 圖等。

繪畫風格上較偏向日系,其創作的作品除創 外包含部分遊戲角色二次創作 對外接案之作品盡可能滿足業主之需求,涉 略範圍與內容會較為廣泛 本作品集僅收錄2022至今的作品,多數為今 年的創作,仍在努力學習中。

Character Illustrations and Artwork

This section showcases commissioned work and personal practice pieces, including character design, full-body character illustrations, and other artwork. The art style leans towards Japanese influences, with original creations as well as some fan art of game characters. Commissioned works aim to meet clients' needs, covering a broad range of themes and content. This portfolio features work from 2022 to the present, with most pieces created this year, reflecting ongoing learning and improvement.

設計者:王薰瑩

背景說明

Background

在這個節選中,主要展示近兩年的數位美術創作內容,其中除自主創作之外,也有放置部分接案的作品。

In this excerpt, the primary focus is on digital art creations from the past two years. In addition to original works, it also includes some commissioned pieces.

Dr.

根據明日方舟世界觀延伸之角色設計與立繪 較注重內裡與制服的搭配。

Character design and illustrations based on the extended worldview of Arknights, with a focus on the coordination between inner garments and uniforms.

專案_2404

Project_2404

根據案主需求進行角色外衣設計與立繪繪製 較注重材質與色彩之間配合。

Character outerwear design and illustration created according to the client's requirements, with an emphasis on the coordination of materials and colors.

Dr. 唯

Dr. YUI

Character design and illustrations based on the extended worldview of Arknights, focusing on the overall character dynamics and the coordination of clothing and accessories.

練習2406

Practise 2406

原創的黑白角色立繪,主要展示人物動態與 周邊物體的構成。

Original black-and-white character illustrations, primarily showcasing the character's dynamics and the composition of surrounding objects.

鋒潮_棘刺 CLEAVED TIDES_Thorns

明日方舟的同人創作,主要展示角色人物動態與其細節之 間的構圖。

Fan art of Arknights, mainly highlighting the character's dynamics and the composition of details.

在光裡

In the light

根據明日方舟世界觀延伸之角色插畫,重視 光影與色彩的呈現。

Character illustrations based on the extended worldview of Arknights, with an emphasis on the presentation of light and color.

專案_2407

Project_2407

根據案主需求會繪製角色二創生日賀圖插畫 重視整體顏色與光影。

Character birthday celebration illustrations created according to the client's requirements, focusing on overall color and light effects.

Before the dawn

青夏
Azure Summer

無邊夜色 Endless Nightfall

With heartfelt gratitude to all who have journeyed with me, I present to you my second portfolio,

The adventure is far from over—eagerly awaiting the next chapter. And to you, who have lingered until this very page,

Thank you, sincerely."

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Angela Wang PROTFOLIO 2024 (illustration design) by 王薰瑩 - Issuu