How characters have evolved over time
August 2024 — After numerous iterations, I've finally settled on the character designs for the game.
The process involved many changes, driven by two main challenges:
- Deciding between flipbook animation (hand-drawn frames) and skeletal animation (similar to stop-motion)
- Finalizing the visual style of the game much later in development than planned
As I worked on the game, I developed a set of design requirements for the traveling family:
- Characters should be relatable, not overly cute, and match the game’s visual style
- They must feel like they belong to the same family
- Silhouettes need to be distinct enough to differentiate each character
- The design should clearly represent different ages
- It should be easy to animate with either flipbook or skeletal animation
- The design should include an element for gliding, like a cape or wings
- Characters should have a neutral appearance, allowing players of all genders to identify with them
What follows are concepts and sketches for Li-Lo's characters:

The Originals (2019): The family didn’t include a player's parent, had capes but couldn’t glide, and were animated frame-by-frame.

The Placeholders (2022): When I decided to redo the game from scratch, I focused on gameplay over visuals, and I redrew the characters as simple sketches without animations. I also introduced the player's parent character, which helped solidify the design requirements for the entire family.

The Birds (2023): based on the requirements outlined by the Placeholders, I sketched some new concepts which would work with bone-animation.

The Insects (2023): Like the Birds, the Insects were also too intricate to animate and didn’t fit the game’s world.

The Wisps (2023): This concept was simpler to animate, but aside from their eyes, I wasn’t satisfied with the design. Like the Birds and Insects, the Wisps didn’t align with the game’s style and were eventually discarded.

The Greys (2024): I decided to return to flipbook animation and develop the Placeholder style further. This style was used for some promotional assets.

The Final Ones (2024): After feedback from testers and further experiments with skeletal animation, I settled on this style. It combines elements from the Placeholders, Birds, and Wisps, is simple enough to animate, and complements the geometric style of the game.