Art Direction // Exercises
29/8-11/10/22 Week 1- Week 7
Chan Siew Ni #0352518
Bachelor of Design in Creative Media
Bachelor of Design in Creative Media
Art Direction // Exercises
INSTRUCTION
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LECTURES
Week 1: For the first week, I have chosen another module besides this, so
I wasn't able to attend the first class. According to my classmates, Ms. Anis brief them about the module overview and they played two games in the
class which are Among Us and Goose Goose Duck.
Week 2: For this week, We first present our thoughts on the pros and cons
of these two games respectively. Then, Ms Anis asked us to define our art
direction for the games that we want to design. She suggests we choose the
features that should be in our game design and this could be divided into
three groups which are "Must have" "Good To Have" and also "Nice To
Have"
Week 3
Genre: A category of production
Style: A Distinctive appearance of the artwork
Theme: An idea that recurs in the work
Style vs Theme
Style
- Proportions
- Colours
- Details
- Materials
- Outlines
- Rendering
Theme
- Settings and location
- Time periods
- Costume
- Technology level
- Universe
- Artistic genres (Sci-fi, fantasy, etc)
- Subculture (Urban, kawaii, etc)
Stylization: Create instantly recognizable archetypes in characters so that the player can recognize each type quickly
Positioning map: Locate untested areas of art style
Artistic Target: Create a spectrum of targeted artistic style
Stylization range finders: Help to isolate and identify the range of styles
Week 4:
1. Settings: Determine the visual pillars in your production by looking at the central theme of the game.
Refer to the Genre-Style list
2. Lighting and post-processing: give believable depth to the environment design, and helps to adjust the certain environment due to the movement of the light
3. Ambient lighting: Each location will have its own color palette specifically set to create the right mood
4. UI/UX Color Palette: Avoid distracting high contrast but rather aim toward a comfortable scheme that blends with the game but is clear enough to indicate interactions for the players to take notice of it.
5. Game User Interface design and layout: user interface should be consistent in how players operate actions and interact with certain stuff. Colors and space should be unified. (Less colored or multicolored)
6. Character Design: Shape language is the key to designing characters, objects, and environments. Work with signature colors and size combinations. Value patterns (low and high contrast) help to create boundaries and contrast to define shapes and areas of interest. Intentionally leaving a low-contrast color helps to focus on the areas of higher contrast. The character should have significant differences and unique attributes.
ART DIRECTION // EXERCISES
Week 1 Task: After playing these two games, we are required to write out each of the pros and cons of these two games. Then, It will be presented for the following week.
Week 2 Task: We are required to define our art direction for the games that we want to design. We should choose the features that should be in our game design and this could be divided into three groups which are "Must have" "Good To Have" and also "Nice To Have". We also have to determine our game themes and character ideas.
Figure 1.2: Must have, Good to have, and Nice to have in a table form
Week 3 Task: We are required to determine our style of art and characters using some methods (positioning map, artistic target, character style range finder). After doing these choices, we have to present them by the following week.
Week 4 Task: After determining our theme and character style, we shall start to sketch our characters, logo, environment, and buttons.
Week 5 Task: We shall continue our progress on the sketches and prepare for our presentation next week.
Week 6 Task: We shall start digitizing our sketch using the software that we needed.
FEEDBACK
Week 3:
Ms Anis said that our idea is workable and we just had to identify whether our character is more on abstract proportions or human proportions. Then, based on the position that we consider for our character, we have to find some inspirations that suit our character.
Week 4:
Ms Anis ask us to continue working on our project and we should show her our progression which is sketched in the following week.
Week 5:
Ms Anis took medical leave today so today would not be able to show her our progression and we shall continue to work on it.
Week 6:
Ms Anis said the whole story narrative is strong enough and the part that may be lacking is the characters' sketch. She suggests we stick with the original map so that we don't have to do too much extra work.
Then, She also said that we shall learn how to draw pixel art and begin our digitizing process.
Week 9:
Ms Anis said that overall we keep the art direction well as we continued to go with pixel art. The only problem is the user screen colour scheme should be improvised as now the buttons seem to blend in with the objects themselves. Then, the stroke of objects and characters has no consistency as the stroke of characters was thin but the stroke of objects was thick.
Week 11:
Ms Anis said that overall she can see that our art style has slightly different than the one we set and the improvement from last week was good. She asked us to keep exploring it and we shall present it on week 13.
Week 13:
Ms Anis said that she can see that's development of the art style all along from the beginning and she was happy with the outcomes that we got. She just ask him to improvise some minor parts and also finish our work by this week. Then, for the learning points and challenges, we should also rationalize them in presentation slides.
REFLECTIONS





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