Table of Contents: Costume Design
Created by Sarah Choi (prompt writer using ChatGPT)
Costume Design for Video Games
Table of Contents
Written for aspiring artists, indie studio artists, and AAA professionals. Each unit is scaffolded with clear projects for Beginner, Intermediate, and Advanced / Expert.
Part I — Orientation & Foundations
Unit 1 — The Costume Concept Artist
- Sub‑units: Roles across indie / AAA, deliverables, collaboration map
- Ch.1: What costume concept art solves (identity, role, readability)
- Ch.2: Deliverable types (silhouettes, turnarounds, breakdowns, callouts, variant packs)
- Ch.3: Reading briefs & asking the right questions (role, faction, tech level, climate, gameplay)
- Ch.4: Production constraints 101 (metrics, cameras, ratings, performance)
Unit 2 — Drawing Foundations for Costume
- Sub‑units: Gesture, proportion, construction
- Ch.1: Gesture & line of action that costumes must follow
- Ch.2: Proportion systems (head counts, stylized grids)
- Ch.3: Form construction under cloth (planes, cylinders, boxes)
- Ch.4: Foreshortening & staging for clear reads
Unit 3 — Costume History & Period Silhouettes (Survey)
- Sub‑units: Landmark shapes & shifts
- Ch.1: Timeline of silhouette change (ancient → modern)
- Ch.2: Period cues: collars, skirts, sleeves, waists, headwear
- Ch.3: Authenticity vs stylization — how far to push
- Ch.4: Respectful reference & sourcing basics
Unit 4 — Research, Visual Libraries & Moodboards
- Sub‑units: Fieldwork, archives, ethics
- Ch.1: Building a costume library (period, culture, occupation, genre)
- Ch.2: Moodboards that direct style, not copy (materials, trim, graphics)
- Ch.3: Photo & diagram studies (orthos, pattern overlays, labels)
- Ch.4: Research packets (taxonomy, lexicon, supplier / atelier notes)
Unit 5 — World Logic for Costumes
- Sub‑units: Culture, climate, economy, tech
- Ch.1: Climate & environment → layer systems
- Ch.2: Materials & manufacturing (from handcraft to mass production)
- Ch.3: Faction doctrines, symbols & etiquette
- Ch.4: Logistics: maintenance, spares, laundering, carry
Part II — Garment Systems & Construction
Unit 6 — Blocks & Pattern Logic (Concept‑Level)
- Sub‑units: Slopers, ease, darts, grading
- Ch.1: Core blocks (bodice, sleeve, pants, skirt) as shape primitives
- Ch.2: Seams, darts & panels — visual rhythms
- Ch.3: Ease & mobility zones (elbow, knee, seat, crotch)
- Ch.4: Scaling / grade logic for NPC pools & customization
Unit 7 — Drape & Fold Families
- Sub‑units: Pipe, zigzag, spiral, drop, inertial
- Ch.1: Where folds start / stop — tension & compression maps
- Ch.2: Cloth mass, stiffness & bias‑cut reads
- Ch.3: Wind, motion & gravity cues for gameplay
- Ch.4: Stylizing folds while keeping structure
Unit 8 — Tops: Shirts, Blouses, Tunics
- Sub‑units: Collars, plackets, yokes
- Ch.1: Necklines & collar systems (stand, shawl, mandarin)
- Ch.2: Sleeves & cuffs — range of motion reads
- Ch.3: Plackets & closures — button, snap, hidden
- Ch.4: Hem shapes & layering with armor / outerwear
Unit 9 — Jackets & Coats
- Sub‑units: Lapels, facings, vents
- Ch.1: Jacket classes (bomber, blazer, tunic, frock, trench)
- Ch.2: Lapel / collar geometry & stance
- Ch.3: Venting, linings & thermal logic
- Ch.4: Pocket ecosystems & visual hierarchy
Unit 10 — Bottoms: Pants & Skirts
- Sub‑units: Rises, pleats, vents, waist systems
- Ch.1: Trouser blocks & fits (straight, tapered, wide, cargo)
- Ch.2: Skirts (A‑line, circle, pleated, wrap) — movement reads
- Ch.3: Waistbands, closures & adjusters
- Ch.4: Articulation at knees / hips; split & slit logic
Unit 11 — Dresses, Robes & Gowns
- Sub‑units: One‑piece systems
- Ch.1: Empire, sheath, princess, kimono‑inspired* (*with cultural respect)
- Ch.2: Trains, capes & drape management
- Ch.3: Panels, gores & godets for flare
- Ch.4: Understructures (petticoats, hoops) for silhouette
Unit 12 — Outerwear & Weather Protection
- Sub‑units: Capes, cloaks, parkas, rainwear
- Ch.1: Shell vs insulation logic
- Ch.2: Hoods, collars & storm flaps
- Ch.3: Waterproofing cues (seam tape, gussets)
- Ch.4: Readability in precipitation & wind
Unit 13 — Foundations & Support
- Sub‑units: Undergarments, corsetry, padding
- Ch.1: Support systems & comfort reads (depiction only)
- Ch.2: Compression / shape underlayers for action
- Ch.3: Harnessing & weight distribution under costume
- Ch.4: Quick‑change & modular swaps
Unit 14 — Closures & Adjustability
- Sub‑units: Buttons, zips, laces, ties, buckles, hook‑and‑loop
- Ch.1: Closure placement & strain paths
- Ch.2: Fit adjusters (tabs, drawcords, gussets)
- Ch.3: Fastener materials & noise language (stealth vs showy)
- Ch.4: Diegetic UI: color / shape states (open / closed, safe / armed)
Unit 15 — Belts, Straps & Harnesses
- Sub‑units: Load, carry, silhouette
- Ch.1: Anchoring pouches, props & tools
- Ch.2: Weight distribution & comfort zones
- Ch.3: Visual rhythm (strap grids, negative space)
- Ch.4: Safety, snag & collision awareness
Unit 16 — Headwear & Hair Integration
- Sub‑units: Hats, veils, crowns, hoods
- Ch.1: Head shapes & fit logic
- Ch.2: Hair volume management & silhouettes
- Ch.3: Veils, masks & readable transparency
- Ch.4: Ornament vs function balance
Unit 17 — Footwear
- Sub‑units: Lasts, soles, uppers, closures
- Ch.1: Shoe classes & silhouettes (boot, sandal, heel, clog)
- Ch.2: Treads & terrain language
- Ch.3: Ankle / calf articulation and straps
- Ch.4: Heels, lifts & gait reads
Unit 18 — Handwear & Armwear
- Sub‑units: Gloves, gauntlets, bracers
- Ch.1: Finger articulation & seams
- Ch.2: Grip textures & reinforcement
- Ch.3: Wrist closures & mobility
- Ch.4: Decorative vs protective reads
Unit 19 — Cultural & Ceremonial Dress (Collaboration)
- Sub‑units: Ritual, formal, festival
- Ch.1: Silhouette languages & motifs across cultures
- Ch.2: Working with cultural consultants
- Ch.3: Adaptation vs appropriation — guidelines
- Ch.4: Ceremony logistics: movement, storage, care
Unit 20 — Uniforms & Occupational Dress
- Sub‑units: Rank, role, safety
- Ch.1: Rank / insignia systems & color coding
- Ch.2: Pockets, loops & tool access
- Ch.3: PPE integration (visibility, protection)
- Ch.4: Parade vs field variants
Unit 21 — Sportswear & Performance Apparel
- Sub‑units: Stretch, vents, moisture
- Ch.1: Knit panels & articulation maps
- Ch.2: Venting & mesh placement
- Ch.3: Compression & support cues
- Ch.4: Team livery & number systems
Part III — Materials, Surface & Ornament
Unit 22 — Fibers & Woven Textiles
- Sub‑units: Cotton, linen, wool, silk, synthetics
- Ch.1: Weaves (plain, twill, satin, jacquard)
- Ch.2: Hand, drape & sheen reads
- Ch.3: Dyeing & colorfastness cues
- Ch.4: Tiling & scale logic for concepts
Unit 23 — Knits & Stretch Structures
- Sub‑units: Jersey, rib, interlock, crochet
- Ch.1: Knit vs woven tells in silhouette
- Ch.2: Recovery, pilling & wear patterns
- Ch.3: Seams, bindings & hems for stretch
- Ch.4: Pattern graphics on stretch surfaces
Unit 24 — Leather, Fur & Ethical Alternatives
- Sub‑units: Grain, splits, suedes, faux
- Ch.1: Surface reads (pores, pull‑up, nap)
- Ch.2: Seams, skives & edge finishes
- Ch.3: Fur / faux‑fur volume & clumping
- Ch.4: Ethics & sourcing signals
Unit 25 — Trims, Notions & Hardware
- Sub‑units: Thread, piping, bias, elastic, buckles, snaps
- Ch.1: Trim families & placement logic
- Ch.2: Hardware ecosystems & finish stacks
- Ch.3: Failure points & reinforcement
- Ch.4: Visual noise vs clarity — when to simplify
Unit 26 — Prints, Patterns & Graphics
- Sub‑units: Repeat, placement, scale
- Ch.1: Repeat types (straight, half‑drop, tossed)
- Ch.2: Placement prints & collision with seams
- Ch.3: Moiré & aliasing risks in engine
- Ch.4: Lore graphics & typography systems
Unit 27 — Embellishment & Surface Craft
- Sub‑units: Embroidery, beading, appliqué, quilting
- Ch.1: Stitch vocab & motif design
- Ch.2: Beads & sequins — sparkle control
- Ch.3: Appliqué edges & shadowing
- Ch.4: Quilt structures & padding reads
Unit 28 — Wear, Weathering & Damage
- Sub‑units: Scuffs, stains, tears, repairs
- Ch.1: Stress maps (cuffs, knees, elbows)
- Ch.2: Dirt maps & drip logic
- Ch.3: Mending (patches, darning, visible repair)
- Ch.4: Age passes across a cast
Unit 29 — Material IDs & PBR for Textiles
- Sub‑units: Roughness, sheen, anisotropy
- Ch.1: Fabric ID swatch boards for handoff
- Ch.2: Shader hints (weave direction, spec lobes)
- Ch.3: LOD & texel density considerations
- Ch.4: Photo refs vs painted illusions
Unit 30 — Color Engineering for Costumes
- Sub‑units: Palettes, value, contrast, accessibility
- Ch.1: Role‑driven palettes & triads
- Ch.2: Skin‑tone harmony & bounce
- Ch.3: Color‑blind safe sets & checks
- Ch.4: Seasonal / event variants & arcs
Part IV — Style, Genre & Faction
Unit 31 — Style Systems: Stylized ↔ Realistic for Costumes
- Sub‑units: Shape, edge, value, palette rules
- Ch.1: Proportion caricature & appeal
- Ch.2: Material simplification & gloss discipline
- Ch.3: Brush economies & edge control
- Ch.4: Style drift — diagnosis & correction
Unit 32 — Genre Toolkits
- Sub‑units: Fantasy, Sci‑Fi (hard / soft), Cyberpunk, Historical / Alt‑History, Horror, Post‑Apoc, Whimsical
- Ch.1: Genre logic & reference scaffolds
- Ch.2: Visual verbs per genre (float, clank, hum, throb)
- Ch.3: Cross‑genre mashups with coherence
- Ch.4: Faction dialects within a genre
Unit 33 — Faction Identity, Insignia & Livery
- Sub‑units: Icons, motifs, colorways, numbering
- Ch.1: Heraldry & symbology systems
- Ch.2: Markings for team/role readability
- Ch.3: Manufacturing variance & “trim levels”
- Ch.4: Personalization vs production consistency
Unit 34 — Role Reads & Gameplay Telemetry
- Sub‑units: Class, rarity, encounter design
- Ch.1: Hero / support / tank / striker — silhouette & stance
- Ch.2: Cooldown & power cues on outfit
- Ch.3: Vendor / crafter / quest‑giver economies
- Ch.4: Enemy hierarchies — color / shape telegraphy
Unit 35 — Cultural Collaboration & Sensitivity
- Sub‑units: Process, consultation, credit
- Ch.1: Research practices & sources
- Ch.2: Engaging advisors & communities
- Ch.3: Language & framing in documentation
- Ch.4: Review gates & iteration etiquette
Part V — Production & Collaboration
Unit 36 — From Brief to Package: The Costume Concept Pipeline
- Sub‑units: Ideation → iteration → finals → handoff
- Ch.1: Silhouette banks & A / B / C sets (30% deltas)
- Ch.2: Proportion passes & lineup pages
- Ch.3: Turnarounds, layer breakdowns & callout sheets
- Ch.4: Final packages: what to include for 3D / rigging / cloth sim / UI / marketing
Unit 37 — 2D / 3D Hybrid Methods for Costumes
- Sub‑units: Blockouts, pattern sims, kitbash, photobash ethics
- Ch.1: Mannequin blockouts & pose libraries
- Ch.2: Pattern‑aware cloth tests for paintover
- Ch.3: Lighting renders & material ID passes
- Ch.4: Scan / kitbash collaboration & pitfalls
Unit 38 — Partnering with Character Art, Rigging, Tech Art, Animation, Narrative, UI & Audio
- Sub‑units: Metrics, motion, story, interaction
- Ch.1: Joint ranges, collision & cloth risk zones
- Ch.2: Rigging notes (weights, anchors, blend areas)
- Ch.3: Narrative arcs & wardrobe changes across acts
- Ch.4: UI hooks (portraits, icons) & foley motifs
Unit 39 — Readability Across Cameras & Motion
- Sub‑units: FPP, TPP, iso, VR / AR, marketing
- Ch.1: Silhouette in motion blur & distance
- Ch.2: Pattern scale & aliasing checks
- Ch.3: Capes, skirts & props — staging hazards
- Ch.4: Key art & promo angles
Unit 40 — Customization, Modularity & Systems
- Sub‑units: Slots, dependencies, palettes, decals
- Ch.1: Mix‑and‑match without clipping
- Ch.2: Variant families (starter / elite / legendary)
- Ch.3: LOD, performance & memory guardrails
- Ch.4: Documentation & naming that downstream teams love
Unit 41 — Optimization & Accessibility
- Sub‑units: Budgets, readability, inclusion
- Ch.1: Texture/material budgets & atlases
- Ch.2: Silhouette + value checks for color‑blind safety
- Ch.3: Readability at speed & distance
- Ch.4: Inclusive UX: subtitles, icons, contrast
Unit 42 — Scans, Wardrobe & Photogrammetry (Collaboration)
- Sub‑units: Capture & integration
- Ch.1: Wardrobe prep (fit, markers, laundering)
- Ch.2: Scan cleanup & paintover notes
- Ch.3: Fabric scanning pitfalls (shine, micro‑normals)
- Ch.4: Legal / likeness / credit considerations
Unit 43 — Marketing, Key Art & Merch
- Sub‑units: Poses, renders, print, physicals
- Ch.1: Key art lighting & angle recipes
- Ch.2: Box art silhouettes & SKU variants
- Ch.3: Figurine / merch constraints
- Ch.4: Trailer shot checklists
Part VI — Advanced Practice & Professional Growth
Unit 44 — Advanced Narrative Costuming
- Sub‑units: Time layers, culture & “voice”
- Ch.1: Before / after states (injury, weathering, upgrades)
- Ch.2: Micro‑clues: stitching, patches, trophies
- Ch.3: Hero outfits & setpiece moments
- Ch.4: Symbolism & subtext without cliché
Unit 45 — Case Studies & Reverse‑Engineering
- Sub‑units: Shipped games & art tests
- Ch.1: AAA constraints — what changed the art
- Ch.2: Indie ingenuity — scope vs vision
- Ch.3: Art test walkthroughs & rubric alignment
- Ch.4: Remastering a legacy outfit: a full teardown
Unit 46 — Portfolio, Careers & Ethics
- Sub‑units: Targeted portfolios, communication, contracts
- Ch.1: Sequencing a portfolio for recruiter flow
- Ch.2: Writing callouts & case notes that show thinking
- Ch.3: Collaboration skills, feedback loops, leadership
- Ch.4: Ethics of reference, consent & cultural respect
Unit 47 — Sustainable Workflow & Creative Health
- Sub‑units: Time, energy & lifelong practice
- Ch.1: Sprinting personal projects
- Ch.2: Study plans (daily / weekly / monthly)
- Ch.3: Preventing burnout & building momentum
- Ch.4: Communities, mentorship & teaching