Game Art - Exercises: World Creation

7/4/2023 - 10/6/2022 ( Week 1- Week 10)

Sasilvia Cheong Pei Hoong / 0345031 / Bachelors of Design in Creative Media
Game Art / Entertainment Design
Exercises: World Creation 


INSTRUCTION





Tasks

Week 1 - Find a game that you like, do some research on it and come up with the 
                  proposal with your new game direction along with the mood board.

Week 2 - Continue with the proposal

Week 6- 
1) Test out Blender, watch the tutorial in teams (axe)
2) Test out Unity



World Creation

Week 3 - 
Character Thumbnail Sketches
We were told to come up with our thumbnail sketches as we progress with our moodboard. So I utilized the technique we used in our Character Design module last semester come up with the thumbnail sketches. I start of with an A pose and slowly build on the outfit.

For my main character Han, I wanted to incorporate Thai Yaksha, traditional thai clothing and cyberpunk design for her. 



Fig. 1.1 Han - Protagonist, Thumbnail Sketches (27/4/2023)


Week 5 -
Character Thumbnail Sketches
We were told that it was best to do the thumbnail sketches with poses so that when people look at it they will understand the character's personality better rather than just them standing still in an A pose.  So I came up with poses that can utilize the movement of the dual sword Han has and gave her the same outfits from the previous sketches I did. I also decided to play around more with the hairstyle to see if others will match her personality much better. 


Fig. 2.1 Han - Protagonist, Thumbnail Sketches with poses (4/5/2023)



Week 6 - 
Blender Axe Tryout
I did a simple 3D model tryout of an axe in Blender for the exercise. I did a simple sketch before going into blender. It was an interesting experience as I have never done 3D modelling in other applications other than Zbrush and Sculptris.



Fig. 3.1 Axe sketch (11/5/2023)



Fig. 3.2 Axe 3D model tryout in Blender (11/5/2023)



Fig. 3.3 Axe 3D model side (11/5/2023)



Fig. 3.4 Axe 3D model back (11/5/2023)



Fig. 3.5 Axe 3D model front (11/5/2023)


Week 7 - 
Character Thumbnail Sketches
Started doing the thumbnail sketches for my deuteragonist of the story. I struggled with the placement of the large sword and I also didn't know how to make him slouch enough. 


Fig. 4.1 Ritthirong - Deuteragonist, thumbnail sketches (18/5/2023)


Week 8 - 
Progression and Refinements
Decided to go with ideas #1 and #5 and I refined Han according to the feedbacks. 



Fig. 5.1 Han - Protagonist, refinements (25/5/2023)


Here is the progression where I slowly add more and more details to Han.  


Fig. 5.2 Han - Protagonist, progressive refinements 2 (25/5/2023)


Did a silhouette sketch of Ritthirong and then slowly progress with adding and taking out details. 


Fig. 5.3 Ritthirong - Deuteragonist, silhouette sketch (25/5/2023)



Fig. 5.4 Ritthirong - Deuteragonist, progressive sketch (25/5/2023)



I also tried out different weapon placements as the 2nd one didn't make sense since he is not using anything to support his large sword. 


Fig. 5.5 Ritthirong - Deuteragonist, weapon placement (25/5/2023)


Didn't have much time to do the thumbnail sketches for Mali so I just did a rough sketch so that Mr. Kannan can get a rough idea of what I am planning for her. 


Fig. 5.6 Mali - Antagonist, rough sketch (25/5/2023)


I also did a scale comparison to make sure that the sizing isnt off.


Fig. 5.7 Characters size comparison (25/5/2023)


Unity Terrain Practice
This week we were told to test out Unity and do a terrain practice. It was pretty fun and I decided to do the environment layout of the map sketch I did in environment design. 



Fig. 6.1 Terrain practice in Unity 1 (24/5/2023)



Fig. 6.2 Terrain practice in Unity 2 (24/5/2023)



Fig. 6.3 Terrain practice in Unity 3 (24/5/2023)



Fig. 6.4 Terrain practice in Unity 4, close up (24/5/2023)



Fig. 6.5 Terrain practice in Unity 5 (24/5/2023)



Week 8 - 
Character Thumbnail Sketches
Did the thumbnail sketches for Mali and decided to go with idea #3 and #5.


Fig. 7.1 Mali - Antagonist, thumbnail sketches (25/5/2023)


Final


Fig. 8.1 Exercises: World Creation  (10/6/2023)



FEEDBACK

Week  2 (14/4/2023)
The game choice is fine, the ideas are there, can explore more on how to combine gothic, cyberpunk and Thai culture together. Try to go for a little different art style compared to the game, tweak it and make it different. For the culture research on the game, it is okay to write about military culture, and for classes/ hierarchy categorize the characters like if they are DPS, tank, healer, support, etc... 

Week  4 (28/4/2023)
When presenting a proposal it is not just about showing your research on the game or the moodboard. You need to try and sell the idea by showing a few sketches of your characters. This way companies will instantly know that you can draw and be more invested in the idea given.

Week  5 (5/5/2023)
Need more variation of sketches like their outfits and poses, write their archetype like battler/ scanner/ tank...). 3D- Need to understand how the character is going to be in 3D, know your model sheet > orthographic and 3/4 Han- too many details straight away, the leg has to fix. Push Han's hands inwards or outwards. Mali is fine, to begin with, find where the hands are placed and the proportion. Ritthirong anatomy needs fixing.

Week 6 (12/5/2023)
Han- 5 will be main, 1 is more cheerful, leg on 5 can be applied to 1 (5 and 1 , then 1 is the best pose for positive) the left leg in 1 is a bit too puffy, 5 is too serious make Han smaller because she is 19 orthographic - back front, and 3/4 side one character in 3d. for call sheet don't have to do all 3, 3d model should start by week 7-10 week 8- 14 solidify the whole character.

Week 7 (19/5/2023)
Don't use the lines keep it simple, give it one big black grey out, character thumbnail is part of project 1. Focus on one character, one is main priority.

Week 8 (26/5/2023)
Mali- spikes on petals. the simplicity of 5 is nice, not too many weapons from 3,not too much, spikes can be on the chest or the bottom of the skirt.  Take out the flower on the number 3 skirt, 5 flowers is too much reduce it. Some sharper parts in number 5 bottom.

Han- Inconsistent, draw pointy boots, don't draw the pants like that zigzag and overlap. make it more piraty because its skin tight right now it looks odd, leather boot,  add some elements to get some cyberpunky feel. League of Legends has it . check Samira, from LOL. The strap is weird, make it outside and wrap around the thigh. When working with hair, work with your wrapping. Colour number 2 is fine.

Ritthirong- I like it except for the hand, look at the form, shrink the top the armpit will come out because the hand is going to the back, look at Alita the waist is too thin give subtle volume, when he wears he doesn't look like man take out the window, the other side is pointing out like so, the feet will be more solid for men, just a little bit bigger, give hair a bit more volume, look at Sasuke. Colour 1 is good.

Han weapon is okay the chosen choice. 2nd weapon - okay fine with that, don't want to have it so protruding is because you want don't want it to interrupt the holding. Don't disturb the movement. For Ritthirong's weapon- laser gun make it look like a shooter so protude it a little bit.



REFLECTION
I had wanted to do this in forever, I wanted to come up with a concept for Nier: Automata for the longest. Though at first, my idea was more of a European-inspired theme concept I changed it to Southeast Asian culture inspired instead. It was more fun than I expected. I was able to utilize the knowledge that I learnt from my Thai mom in the concept designs. Trying out Blender for the first time, was insanely confused but managed it somehow. I do find it a better application than Zbrush to sculpt less organic shapes like weapons and props. As for Unity, for what I did with the terrain was quite easy but I have soon to try out other functions. 



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