Rookie Awards 2024 - Open for Entries!
Valorant Agent: Sammos
Share  

Valorant Agent: Sammos

Amelia Pegrum
by AmeliaIP on 1 Jun 2023 for Rookie Awards 2023

This is the agent I designed, Sammos. She is a sentinel who controls a sand-like material to control and defend on the battlefield.

1 133 0
Round of applause for our sponsors

Valorant Agent: Sammos

Journeying from the golden dunes of Egypt, Sammos crushes, grinds and bends Radianite to her will. With her glass arm, she secures the battlefield with her Radianite duststorms and quicksand. Slowing and blinding any enemy which dares to come her way.

I wanted to design a Sentinel for one of my favourite games, Valorant. I decided to utilise aspects from the lore of the game such as 'Radianite' which is a material used to augment technology and create superpowers. I also wanted to make subtle cultural and historical references to Egypt whilst still trying to fit the character's tactical design seamlessly into the rest of the agent roster.

In my design, I wanted to create my layout in the style of Envar Studio's work from when Valorant was first released. With the same font type and typography layout as well as a little VFX taster. 

My key colours were a 'Radianite' teal colour, gold for Egypt and white as reference to traditional historical Egyptian attire.

I painted her with a Ghost (pistol with silencer) as all Valorant agents promotional art include a weapon from the game. 

I created a breakdown of how her Radianite grinder and sandblasting arm would appear. As well as her asymmetrical design with her other hand included.

I also created a player point of view if they were to be playing as the agent Sammos. I wanted her hands and arms to not become too much of a distraction in the game due to the nature of tactical shooters. I made the adjustment to frosted glass to reduce the highly reflective material.

I also thought from a player's perspective that it might be really fun seeing the entire knife being held in the hand of the character.

In my initial concepts, I favoured other designs with larger planes of cloth in the front and the back. However, I did not want her design to mislead players with her hitbox. I feel it's important to have gameplay clarity in designs, especially for tactical shooters.

I wanted a beautiful and interesting design for her arms and hands as these will be the only visible features the player will see. I wanted the character's hands to be immediately recognisable upon first glance so players and spectators can tell what character is being played right away.


Comments (0)

This project doesn't have any comments yet.