Art Direction


30.8.2022- 29.11.2022 (Week 1 - Week 14)
Cheryl Voo Yie Qi / 0349878
Art Direction / Bachelor of Design in Creative Media


LECTURES

Week 1


Week 2



Week 3



Week 4





INSTRUCTIONS


Week 1
We were tasked to observe while playing the games (Among us and goose goose duck), and identify which visual parts of the games were good and bad. Compile our findings on the miro board and present them next week.
My groupmates are Jia Yee and Vernice, we chose to present with ppt, and here's our findings and presentation slides:


Fig 1.1, Our findings on miro board, https://miro.com/app/board/uXjVPb_x73Q=/



Fig 1.2, Final game observation presentation 


Week 2
Today we presented last week's task, and then we need to start generalising the theme/art style for the new art direction.
After discussion, we have some ideas for our art styles and theme:

Fig 1.3, Ideas

We aim for a retro-type game and come up with two ideas, vegetables/fruits characters and chick characters. 

Week 3 & 4
We have to 
compile our existing research and visuals according to the factors and determine the stylisation for our re-make in our miro board. Then the presentation should also include the logo, typeface, colour schemes, characters, environment design, UI/UX interface, and buttons of our new among us.

Fig 1.4, Progress in Miro board

Then, we transfer them into a presentation and we presented it in week 6 in class:


Fig 1.5, Final proposal presentation


Week 7
Self-directed


Week 8
Independent learning week


Week 9 
We are going to present our latest progression today, and our group decided to present straight from our miro.
Our latest progression includes the players' interfaces, waiting room, landing page, logo, characters, and map. We transferred them from sketches to Adobe Illustrator and continue work on them.
After that, we are going to focus on the tasks and the environment design.

I'm the one in charge of the interface part, after we discussed it and we decide to make the main page interface, waiting room interface, and the interface when players are playing. 
We tried different colour schemes for the background. Miss Anis gave us some suggestions about the progress egg could be changed into a progress bar to make it more visible and also the width of the strokes should be consistent. We took these suggestions and revised ours (can see them in the week 11 progress check).

Fig 1.6, Week 9 progression


Fig 1.7, Imposter's perspective interface


Fig 1.8, Normal player's perspective interface


Fig 1.9, Waiting room's interface



Week 10
Self-directed


Week 11
We presented our latest progression this week, we revised our main page design, updated our map design, and did 6 tasks for our game (Chick the Bot).


Fig 1.10, Week 11 progression

We revised the progress bar and the strokes based on feedback in week 9. Then we improved the main page design and added backgrounds to the interfaces.
We added the characters from the game instead of having normal chicks, and the lighting from the UFO is used to emphasize the "PLAY" button.


Fig 1.11, Main page design

Fig 1.12, Player's perspective interface


Fig 1.13, Imposter's perspective interface with expanded task tab


Fig 1.14, Waiting room interface


Tasks:

Players need to grab the target character based on the target shown in the middle of the claw machine.


Fig 1.15, Claw machine task

Players need to sort the colours in separate tubes. 

Fig 1.16, Colour sorting task

Players need to fill the chicken feed to the line given.

Fig 1.17, Chicken feed task

Players need to find out 3 hidden robot body parts in the scene using the magnifying glass.

Fig 1.18, Hidden robot task

Players need to guess what the game character is in the middle by tapping on the correct one.

Fig 1.19, Guess character task

Players need to stack up 3 haystacks to complete the task.

Fig 1.20, Stack up haystacks task


Week 12
Self-directed

Week 13
Final Presentation
We have mostly done our designs in this presentation, we also did an animation to demo how it suppose to look. And we added some interfaces like revealing the imposter's interface and victory scenes.


Fig 1.21, Normal player's victory scene


Fig 1.22, Imposter's victory scene


Fig 1.23, Normal player's game starting scene



Fig 1.24, Imposter's game starting scene (Revealing imposters)

Here's the final presentation:


Fig 1.25, Final Presentation


Fig 1.26, Miro board


FEEDBACK

Week 2
General feedback:
All groups did a great job on observation.


Week 9
Specific feedback:
- Players' Interface: The "progress egg" might not be visible on the phone since it is small, can change it back to a normal progress bar.

- Landing page: Be careful of the consistency of the art style, for example, the chicks and the ufo outline width are not the same.



REFLECTIONS

It was very interesting to create our own games in this module, but also would be quite hard for us as it is our first time creating our own new among us. Throughout this module, I learned that art direction is important in the process of designing as it is necessary to have a direction while designing. Other than that, I also learned more about teamwork, the reason why our progress went smoothly is that we divide our job clearly and helped each other during the design process. Lastly, I wanted to thank my teammates (Jia Yee and Vernice) as they contributed a lot to the design process and also helped me a lot as it is my first time being a group leader. 

Appreciate having them as my teammates :)


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