This small game with the working title "Maintenance Break" started as an experiment for testing GDevelop engine. I always wanted to do simple point&click adventure because it's relatively simple logic in comparison to other genres and also there's a lot of opportunity for world-building and storytelling in such project.
My problem with personal projects is that I don't start anything until all the foundation of the idea is "perfect" (whatever that means). Making a game all by yourself is daunting task so no matter how I would read research the topic I wouldn't come at anything satisfying for first step forward. Eventually I decided to go the opposite way. Make my arms dirty first and see where it will go.
STORY SYNOPSIS
Somewhere in future on deserted place exists this fully automated factory governed by pretty advanced AI. However something stopped working there. That main protagonist is this blue uniform engineer who is called to investigate what stopped working. He did it many times before but this time it's different.
VISUAL STYLE
This is going to be 2d game and I wanted more hard sci-fi feel. However classic point&click adventure aesthetic has this view from the side that makes the whole experience slightly too cartoony for my taste. I decided to go with isometric view. Not only it's easier to judge the distance when walking around which makes things more realistic but also it's easier to make the whole environment modular.
One challenge I had with Gdevelop was no ability to give character sprite 30 degrees movement which is actually quite typical for isometric games. It made me come up with this weird isometric view that has 45 degrees angles and makes the game look a bit like really old Ultima 7. Turns out later GDevelop added ability to customize the angles but I decided to stick with the weird look because it makes the game unique visually.
Here is very first rough sketch with mockup for the game.
MAIN CHARACTER
I quickly realized after sketching this it's going to be challenge to do the main character and animations. The best way was to do it in 3d where I could have all animation and just render it in different angles. I started with isometric concepts to see first how it would look in a game. I wanted something simple but still with some distinctive features. Uniform, suitcase with tools... maybe some gloves. After a bit of playing with different colors and proportions I decided to go with bottom right version. The gloves are much bigger which gives "cybernetic arms" feel. Also I added some device on the shoulder instead of pocket for more interesting look.

Now that I picked the design it was time to start modelling the character. I did additional orthographic designs for myself though I didn't focus that much on detail as it's going to be created in 3d anyway. Proportions are a little distorted here because the torso is much longer than legs and that's on purpose. I want to suggest perspective foreshortening when I'll be rendering character in orthographic view.
After that I followed one of the Blender low-poly character modelling tutorials but instead of using the example from it I used my own design. In the end it wasn't perfect low-poly topology by any means but as tiny isometric view character you wouldn't really see much of mistakes anyway.
After that came doing hand painted texturing which was also not very easy. Luckily the simplicity of the design helped me a bit in making the whole task manageable. Doing the rigging and animating was too big of a task so I used mixamo for that. It ended up working just fine. The only custom thing with the rig I did was attaching suitcase to the hand.

The final isometric look wasn't entirely satisfying for me when I compared it to the initial color concepts. I played with different light setups and shaders. Eventually I used some very custom toon shader setup and it took a while to adjust where the shadows terminator appears on the body. Also when I previewed the animation later I realized that character not casting any shadow on ground would look a bit like floating in space. I couldn't really make real-time shadows since it is 2d game so I did soft ambient occlusion shadow. It is a bit faked but it's just enough to show character standing on the ground and it's universal enough for any light situation.
To finish on character there came a tedious job of rendering frames and organizing all files. Here's one of many folders.
Next step of course is going to be actually putting character in the game.