Website powered by

Silco - Teamfight Tactics

I got to work with the TFT team to bring Silco into the game! Fresh from my Arcane binge, this was an amazing project with some super passionate people that I felt so lucky to be a part of.

I learned a lot about developing and designing characters for games while working on Silco! We wanted him to look at home in TFT, but still feel true to the source material for fans of Arcane. I removed some of his finer costuming details that wouldn't be as visible in-game, while exaggerating and emphasizing others.

Weapon Concepts by Gino Whitehall
https://www.artstation.com/gwhitehall

Animation by Christopher Hsing
https://www.artstation.com/chsing

Rigging by David Jeka
https://www.artstation.com/duncnasty

VFX by Isaac Wood
https://www.artstation.com/isaacwood

Character Art Mentoring and Feedback by Minoh Kim, Edgar Monteon, Hunter Gage, & the rest of the League Champs team!
https://www.artstation.com/minoh_kim
https://www.artstation.com/edgarmonteon
https://www.artstation.com/hunterwg33

Trust the process! This is an early wip model with a proxy texture thrown on - only intended to convey the approximate colors and values of the final model, so that rigging and animation can proceed to test stuff in-game as early as possible.

Trust the process! This is an early wip model with a proxy texture thrown on - only intended to convey the approximate colors and values of the final model, so that rigging and animation can proceed to test stuff in-game as early as possible.

One of many before and after .gifs I made for the team while fidgeting with his proportions. At this stage of development where we were trying to lock down his in-game silhouette! For TFT Silco, we pushed HARD on the "skinny evil" archetype.

One of many before and after .gifs I made for the team while fidgeting with his proportions. At this stage of development where we were trying to lock down his in-game silhouette! For TFT Silco, we pushed HARD on the "skinny evil" archetype.

After locking in the model, it was time to settle down and get to polishing the textures! The values were reading well in game and it was down to just rendering materials and balancing colors.

After locking in the model, it was time to settle down and get to polishing the textures! The values were reading well in game and it was down to just rendering materials and balancing colors.

Close to final! A last minute touch was bringing in his streak of gray to add a bit of additional interest and break up his mass of dark hair.

Close to final! A last minute touch was bringing in his streak of gray to add a bit of additional interest and break up his mass of dark hair.