28/3/2022 - 27/6/2022 / Week 1 - Week 14
Lui Hsiao Hui (Tressa) / 0342003
Art Direction / Design Extension
Art Direction / Design Extension
Bachelor of Design (Hons) in Creative Media
Final Compilation & Reflection
INSTRUCTIONS
Week 2
Fig. 1.1 - 1.4 Among Us and Goose Goose Duck gameplay, Week 2 (4/4/2022)
In week 2 we got a first-hand experience on good and bad art direction
design by playing the games Among Us and Goose Goose Duck with the entire
class. It was really fun to explore the map, especially when playing Goose
Goose Duck for the first time.
Fig. 1.5 Miro board progression, Week 2 (4/4/2022)
After a few rounds of Among Us and Goose Goose Duck, our task was to list
down the good and bad for both games on our group Miro board. We also
included visuals of the things listed.
Group members of Group 1:
0337622 Kuan Tze Earn (Leader)
0342003 Lui Hsiao Hui
0346010 Michelle Winnie Tanumihardja
0349223 Ng Veyhan
0335487 Tam Min Feng
Week 3
Fig. 1.7 Final new game narrative, Week 3 (11/4/2022)
In week 3, we brainstormed a new concept and game narrative for Among Us,
using our Miro board as a place for us to compile our ideas and visuals.
The final new game narrative we came up with was a cooking edition of
Among Us. It was take place on a ship (sea) and the main map's cuisine is
Japanese.
Week 4
In week 4, we began our initial proposal. Our first step was to reorganise
the good and bad lists we did in week 2. We reorganised them into
categories such as visual, narrative and UI/UX. Next, we also prepared the
visual goals part of our proposal.
Week 5
In week 5 we presented our initial proposal in class and received
feedback. After the group presentations, we are to begin with character
and environment sketches and compile them for feedback next week. We were
instructed to pick 3 rooms from the Skeld map (Among Us) with different
visual dynamics (lighting etc) and work on redesigning them based on our
new Among Us game narrative.
Fig. 1.8 Miro board progression, Week 5 (25/4/2022)
In our group discussion, we decided on the room redesign:
Cafeteria > Kitchen
Storage > Storage
Medbay > VIP Lounge
Then we allocated tasks for sketches:
Kitchen - Tze Earn
Storage - Veyhan
VIP Lounge - Hsiao Hui (me)
5 characters and 1 impostor - Tze Earn, Michelle & Min Feng
Fig. 1.9 VIP Lounge references, Week 5 (26/4/2022)
Fig. 1.10 VIP Lounge sketch, Week 5 (26/4/2022)
While designing the environment, I also had to think about sabotages.
Week 6 - 7
Fig. 1.11 Miro board progression, Week 6-7 (30/4-6/5/2022)
After completing our sketches, we worked on gathering references for
colour palette, character design, environment design, UI/UX design and
logo and typeface.
Based on Ms Anis's feedback I also helped to reorganise the good and bad
analysis and added more visuals to specific points.
Fig. 1.12 Final Art Direction Proposal, Week 7 (9/5/2022)
Week 8 - 9
Fig. 2.1 Refined sketch, Week 8 (16/5/2022)
To break up the symmetry, I shifted the sofas and changed up the
decorations on both sides. I also decided to round off the corners
because I thought the VIP Lounge could be at the end of the ship.
However, it looked too weird compared to other rooms and my teammates
also said the original room border is better.
Before we did the lineart we had a meeting to discuss the scale and how
we would do the lineart as well as what software and distribute tasks. I
suggested using Adobe Illustrator because we can standardise point
sizes.
Week 10 - 11
Fig. 2.3 Lineart - first attempt, Week 10 (29/5/2022)
Fig. 2.4 Lineart - resized door width, Week 10 (2/6/2022)
I resized the door width because the original lineart room looked small
compared to the other rooms.
Fig. 2.5 VIP Lounge colour variations - first attempt, Week 10 (2/6/2022)
I struggled a lot with the colour scheme, it was hard to ensure adequate
contrast with the saturated colours. I think because I was so stuck with
saturated colours it affected me in doing the colour variations.
Thankfully, Tze Earn mentioned that the choices in this lineup give off
more of a Chinese-themed room instead of Japanese cuisine and suggested
trying out earthy tones instead with variation #2.
Fig. 2.6 VIP Lounge colour variations - second attempt, Week 11 (7/6/2022)
Using variation #2, I tried more earthy tones with light and dark
flooring. I also replaced the burgundy with brown and toned down the use
of saturated colours.
Fig. 2.7 VIP Lounge final colour & lighting, Week 11 (11/6/2022)
Tze Earn then asked if I could try out the lighting first so the rest of
the team would get an idea of how the lighting style would look. First I
added the shadows in Adobe Illustrator and then added the lighting using
gaussian blur and blending modes in Adobe Photoshop.
Week 14
My task was to combine all the rooms, fine-tune where needed and do the
lighting for all rooms. First I combined and refined all rooms in Adobe
Illustrator, then only add the lighting in Adobe Photoshop.
Fig. 3.1 Refined kitchen, Week 14 (26/6/2022)
Before: Tze Earn & Michelle
Refinement: Hsiao Hui (me)
I added some pink accents to create consistency in the different rooms
when in map view. The floor is also slightly lighter for better contrast
and I thought it needed a bit more brightness.
Fig. 3.2 Refined storage, Week 14 (26/6/2022)
Before: Veyhan
Refinement: Hsiao Hui (me)
Before the storage was very dull and it felt like it was missing some
details and clutter. I added more cardboard boxes, plants, notes and
changed the colours to more vibrant and bright colours. I also switched up
the fridge design to break up the symmetry and repetition.
Fig. 3.3 Final environment (map) - final colour, Week 14 (26/6/2022)
Michelle suggested adding a wooden flooring and some carpet details for the VIP Lounge, so that was what I added besides changing some colours.
Fig. 3.4 Final environment (map) - flat colour, Week 14 (26/6/2022)
Fig. 3.6 Final environment (map) with characters, Week 14 (26/6/2022)
Fig. 3.7 Final Art Direction presentation, Week 14 (27/6/2022)
Final task distribution:
Sketches - Everyone
Kitchen - Tze Earn, Michelle, Hsiao Hui
Storage - Veyhan, Hsiao Hui
VIP Lounge - Hsiao Hui
Character Design - Tze Earn & Michelle
UI/UX (tasks interfaces & logo) - Min Feng & Tze Earn
FEEDBACKS
Week 2: Impressive breakdowns, keep compiling.
Week 3: Interesting setting. Think of Ratatouille, kitchen nightmare?
Masterchef with an evil twist?
Week 4: Solid track with the narrative, continue
with your compilation on your own.
Week 5: Good and bad analysis is very straightforward, however add more detailed visuals for specific points mentioned in the
analysis.
Week 8: Need more clutter for kitchen and storage, kitchen and
storage line art has thinner lines compared to the VIP lounge, looks not
as defined.
Week 10: Need more clutter for the kitchen and storage. Ensure
consistency in lineart point sizes (kitchen & storage). Play around
with different eyes for the dead character. Add more characterisation
(accessories).
Week 12: Logo and environment designs have nice appeal.
REFLECTION
This module has taught me the extensive process of Art Direction. I never knew that there were so many aspects to consider such as positioning map and styling ranges. Those were slightly challenging because we had to look for many references. From our class gameplay of Among Us and Goose Goose Duck, I realised that I should start observing and scrutinising game design since I don't really do that often, it's surprising how many 'flaws' we can pick out and come up with improvements and solutions. It was also my first time doing environment design and I'd never thought I'd struggle this much with choosing colours. It was challenging to brainstorm about the functionality of the props because everything in design has meaning and a purpose. Overall, I'm very grateful for my members who've given lots of insightful feedback and their contribution to this project.

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be nice