Moof Project - Dominique outfit design and the design philosophy of Moof's Boss Designing
- jonathanluitjens
- 1 day ago
- 3 min read
Hello to you all once again, it's the time of the week where a new post is here for everybody, and while some of my work sprite wise is still in progress, adding new frames for animations of Moof and others, I still have something to show and get into with the ideas of design for the bosses of the project.
So I recently had shown the other boss concepts for the main antags, at least 3 of them

Pierce (Hyena) - Circus/Metal theme, fits him being the comic relief of the group, big smile, a striped bodypaint to be an eyecatcher for a performer like he is, more flashy
Ashra (Cross Fox) - Modern scientist feel, the head of the group with developments like her airship and mechs being fit well with her look, and arms being fluid/variant showing her being the most dynamic with her potential despite the limits of having essentially prosthetics.
Valentine (Black Cat) - Silhouette, a mystery, like a hunter in the wild with the eyes in the dark, the shape changing as they can morph their own body, but simple enough to not over-complicate the design when doing so
My idea for the demon race (cause yes it's a race/species in a way) is a stronger tone to the concepts they show in some way or another, they have a trope, which is what had me stuck on Dominique for a while.
He has had mainly just the mask and collar for the longest while

My first idea was just something cloak-y, but it felt too formal, to Spy-Movie villain esque in a way, so I wanted to think more about the character himself and see what I'm missing.
Dominique plays to two tropes, a Monster behind the Mask, where under said mask is a beastly scarred face, and someone who sees himself as a higher force, the peak in his eyes or at least closer to it than those he works with, that's when I had an idea and got something sketched out.
The thought of something almost Preist-like came into mind, due to the fact that in their worldlore the divine are physical people, someone like Dom having that big an ego he thinks he is on their level seems like a good thing to work off of.

So I went with a modified version of a priest outfit, with some body tattoos to clue a bit into the ability he has, Painted Black, and kept the muzzle on so where if he were to hide his arms with sleeves, the mask itself still shows a bit more to him personality wise, on or off.
Dom is a force of ego, the scarier one of the group, even compared to Ashra in some cases, he's small, has an ability that's a variant of one Ashra uses but range and power are flipped, Ashra is the lead, Dom sees himself equal or beyond.
And if Ashra is one of science, Dom's the trope playing out an attempt of divine.
This is a sharp contrast to the Moofs
Moof is simple, joyous, a cartoon gag character surrounded by things you'd see in shonen or some superhero/villain comics.
Alongside all of this, to add to functionality,
When it comes to sprites, aside from the bosses and some in-between frames, for raw level setup alone, I should have everything universally (not location specific yet) to at least do the Geometry needed, and in the coming days, can set up test grounds hopefully to gather input on how he should play and feel.
I have a tileset for slopes and walls, I have universal, non-specific enemies, I have the collectable giant coin pieces, I have what I need to make a universal build, I just need to actually MAKE the build in an accessible, playable way, which I really want to do soon.
I'll try to get the tileset to have collision, but unfortunately in the meantime, that'll have to be all from me for now
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