The same visual effect could have been obtained by keeping the body's height constant and instead increasing the width, but since I had decided to depict a Dwarf - a member of a race not very great in stature - I chose the former method.

Good examples of this effect can be seen in Games Workshop's portrayal of Dwarves in their Warhammer series of tabletop games, interesting concept art for which can be found in publications such as The Art of Warhammer[22] and The Art of Warhammer Online[23].

This leaves the need to tie the character to the theme of Nature. Since we are referring to a being who, although a member of a distinct species in terms of storyline, is in fact visually just a short, heavy-set human from an anatomical standpoint, the use of stone or wood in its biology is out of the question. Having thus little choice but to break from the path of the previous two designs, I decided to use tools and clothing to form the association.

This meant using only the most basic sort of implements, using no processed components: only elements which can be readily found in nature were allowed. To this effect, I opted for a stone axe with a wooden handle, a piece of sturdy bark armor to protect the shoulder which would be most exposed during combat, and a simple grass skirt or loin-cloth, to which I also added a texture layer to create the impression that the figure is caked in mud or dirt. This enforces the idea that the character is a rather primitive, tribal-society member, which fits well with the team and the storyline.