Game Art GCD62004/Exercises

Game Art

GCD62004/Exercises

LIU CHENG RUI  (0370930)

GCD62004/Game Art/ Bachelor of Design (Hons) in Creative Media / Taylor's University


INSTRUCTION



EXERCISE

Week 1 - Game Chosen & Ideation
In this module, our task is to select an existing game to improve its artistic style or add more content.
I chose "Overwatch" because it is one of my favorite games. Its fast-paced team battle mechanism, diverse character designs and vibrant art style deeply attracted me. The high degree of integration of gameplay and visual presentation in this game often amazes me with its creativity.

In my proposal, I plan to expand the narrative level of the game by introducing a brand-new hero character. This will add more depth of the plot and expansion of the world view to the game. I also envision creating a brand-new map scene that combines unique geographical environments and tactical elements to offer players a fresh combat experience while remaining consistent with the existing artistic style.

Fig 1.1 Overwatch

Gameplay
Overwatch is a team-centered first-person shooter game set in a future world full of technology and conflicts. In this world, heroes from different backgrounds, with unique skills and personalities, fight side by side to maintain peace and resist threats. Players will choose different hero characters and complete target tasks in fast-paced team battles, such as escorting transported goods, occupying strongholds or defending areas.

The gameplay of the game emphasizes collaboration and strategy - each hero has unique skills and positions (such as damage, tank, support), so team members must closely cooperate and flexibly respond to different battle situations in order to win. Overwatch is not only renowned for its thrilling combat rhythm, but also for its rich character backgrounds and diverse map designs, presenting a world full of hope and heroism. Through these elements, the game highlights the importance of teamwork, trust and sacrifice in the collective goal.

Fig 1.2 One of the gameplay features is escorting the carrier

Inspiration
My first idea was to design a map for escorting and transporting goods named "Luocheng Town". This map combines ancient Chinese culture with future tactical gameplay, and its inspiration comes from the street style of the Tang and Song dynasties. The core concept of this map is to create a game experience that is both culturally rich and suitable for fast-paced battles by truly recreating the urban life and architectural style of ancient Chinese cities.

The map is divided into three stages: The starting point is an ancient cargo wharf. Players need to escort a transport vehicle filled with cultural relics through the bustling market. The middle section is an area of towers and arched Bridges of varying heights, providing multiple paths and visual control points. The finish line is set in a magnificent ancient academy courtyard.

Fig1.3 Mood Board of Luocheng  Town

My second idea is to design a map of the occupied area mode, named "Tingzhu Garden". This map is based on the ancient Chinese city of Bianjing, and its inspiration comes from the highly representative street market culture and water town garden architectural style of the Tang and Song dynasties.

Fig1.4 Mood Board of Tingzhu Garden 

Fig 1.5 Proposal


Week2 Exploration and Sketches (Characters, Maps)

In the second week, we needed to draw simple sketches for the conceived maps and characters. Since I didn't decide what characters to design in the first week, I completed the conception of the characters and the simple sketches this week.


For the design of the new character, I wanted him to be more in line with the environment of the second map I designed, so I designed the character to have a look with plant elements.

The name of the new hero is "Senjun". In the lost dynasty of the East, there lies a secret garden that has been swallowed up by time and nature - the Listening Bamboo Garden. This former garden was submerged by war and time, covered with thick bamboo groves and vines, and almost forgotten by the world. But in the legend, the last guardian slumbers in the garden: Senjun, an ancient mecha woven from the core of a spirit wood and a spirit bamboo.

Fig2.1 Mood Board of new character "Senjun"

The following is a simple sketch of my character.

Fig2.2 Character sketch of "Senjun"

In addition, I also found some weapon reference pictures that were relatively consistent with the character, so that I could draw the weapon sketches of it.

Fig2.3 Mood Board of weapon

Fig2.4 Senjun's weapon sketch

Having completed all these, I drew the sketch of the map for the first week. Of course, this is just a snapshot of some corners of the map.

Fig2.5 Map sketch1


Fig2.6 Map sketch2


Week3 Character development
I asked Mr. Kannan and he suggested that I could diversify the types, such as the positioning of the characters. Since my previous character positioning was more inclined towards medium-sized warriors, I decided that I could create two more characters, representing heavily armored heroes and mages respectively.

In addition, I also further explored the weapons of my character from last week and attempted to add some details.

Fig 3.1 Mood Board of Weapons

Fig 3.2 Weapon disassembly sketch

After that, I began to collect references about some mage characters and tank characters.

Fig 3.3 Mood Board of mage characters

Fig 3.4 Mood Board of tank characters

The mage character and the tank character both have the same background as the previous character SENJUN and are positioned as guardians of the garden. Therefore, I drew their images to be more in line with the theme.

Introduction to the Mage:
Wearing a feathered robe, the helmet was like a blooming lotus, and a mysterious yellow light was emitted from the vertical eyes on the forehead. Her figure is graceful and full of spirituality.

Introduction to Tank Heroes
Clad in thick armor, his entire body is covered with sharp spikes and energy lines. The horns on his helmet are like blades, and his fists are as heavy as hammers.


Fig 3.5 Sketches of the mage character (left) and the tank character (right)

For the exploration of the two characters, I decided to design some more weapons for them.

Fig 3.6 Mood Board of Mage weapon

Fig 3.7 Mood Board of Tank character weapon

Fig 3.8 Sketches of mage weapons (two on the left) and tank weapons (two on the right)

After completing all these, I focused on the small props of my map again. I found some references to refine the scenes in my map.

Fig 3.9 Mood Board of Map props

Fig 3.10 Exploration of Map Props

Week4 Environmental development
Mr. Kannan suggested that we focus on the environment because we devote more energy to the characters. My idea is to create a bamboo forest with some buildings in it to serve as the setting for the characters.

I first found some references.

Fig 4.1 Environmental moodboard

After this, I began to design my environmental sketches.

Idea 1
Atmosphere: serene, solemn, mysterious and dignified
Scene function: It is suitable to be used as a place of origin, a place of cultivation or a retreat place for characters
Architectural features: Tower structure, integrating elements of Chinese temples

Fig 4.2 Environmental Sketch 1

Idea 2
Atmosphere: Deep and profound, with strong transitional elements and a strong sense of guidance.
Scene functions: like a place for characters to test their abilities, a turning point for their souls, or a hidden entrance.
Composition features: Dense bamboo forests, small Bridges and flowing water, guiding the line of sight to rise.
Emotion: A person who is growing and facing challenges.


Fig 4.3 Environmental Sketch 2

Idea 3
Atmosphere: The overall atmosphere creates a quiet, simple and slightly mysterious Oriental ambience. The ink-wash brushstrokes and the layers of bamboo forests create a sense of tranquility deep in the mountains and forests. Combined with the elements of Bridges and ancient buildings, it gives people a feeling of being far away from the hustle and bustle and leading to a secluded place.

Scene function: This is a transitional scene. The bridge serves as the connection point between the visual and the terrain, which may lead to important locations for the character, such as the place of cultivation, the master's gate, or the starting point of hidden tasks. It might also be a crucial position for characters to contemplate, encounter or take turns in the plot.

Composition features: The curves of the bridge and the guardrails form a natural guiding line, leading the line of sight from the foreground to the buildings in the middle and the distant rocks. The bamboo on both sides forms a "framed view" effect, enhancing the sense of space and focusing the line of sight on the center of the bridge.

Emotion: It conveys a serene and solemn emotion, as if it were a psychological portrayal of the character's inner peace or the impending choice. It is suitable for scenarios expressing memories, insights and farewells.

Fig 4.4 Environmental Sketch 3

week5

This week, we were asked to make a prop based on the game we chose previously. It could be a weapon or an environmental prop, etc. I chose a set of weapons, which was designed for the protagonist of my game.

Regarding the weapon I designed, I chose bamboo as the main material and decorated it with jade and other materials. In addition to the main hero weapon designed at the beginning (the one in the middle), I also designed other types of weapons, including short swords, machetes, etc.

Fig5.1 3–5 concept thumbnails

Regarding the prop views from different angles, I still chose the main weapon as the object. I drew its front view, rear view, left and right views, top view and bottom view respectively. As for the top view and bottom view, in order to make them look easier, I correlated their structures with the front view.

Fig5.2 Detailed orthographic views

Regarding the material and function diagram of my weapon, I choose to divide the weapon into several parts, namely the attack part, the grip part and the decoration part. Each part is marked with specific materials and functions, which makes it look clearer.

Fig5.3 Material and function callouts

As for the color selection of the weapons, since my weapons are mainly made of bamboo and jade, my overall color focuses on various shades of green.

Fig5.4 Final painted render 


week6
This week, we need to continue to complete our project1. For me, it is necessary to keep improving my weapon design. In class, Mr. Kannan believes that my weapon design should be accompanied by an iterative process of the design rather than a result diagram. Besides, it should show various forms of characters when using weapons.

So, I first completed the iterative process diagram of the weapon.

Fig6.1 iterative process diagram of the weapon 1


Fig6.2 iterative process diagram of the weapon 2

After I completed the iteration diagram, I refined some weapons and colored them.

Fig6.3 Some attempts at coloring weapons

After completing the iteration diagram of the weapon, I focused on the functional material diagram of the weapon. Since the first functional material diagram I made was not complete and lacked the character's holding state, I made improvements again and added the shield of the same set of weapons.

Fig6.4 Functional material diagram of the weapon

After that, I designed different actions of the characters and the forms when they held weapons.

Fig6.5 The different actions of the characters(colorless)

Fig6.6 The different actions of the characters(colored)

Fig6.7 The different forms of weapons held by characters

After completing this series of tasks, I began to make my individual production sheet again.

Fig6.7 individual production sheet 

The following is an overview of my project1 assignments.

Fig6.7 3–5 concept thumbnails(colorless)


Fig6.8 3–5 concept thumbnails(colored)

Fig6.9 Detailed orthographic views

Fig 6.10 Material and function callouts

Fig 6.11 The final coloring picture

Fig6.12 The different forms of weapons held by characters

Fig6.13 individual production sheet 


week7
This week, I presented to Mr. Kannan the progress related to my project1, including the iteration of weapons and the decomposition of various forms of weapons equipped for characters. Mr. Kannan thinks my overall design is very interesting, but attention needs to be paid to the form of the characters, especially in some places where the center line needs to be symmetrical. Besides, there are also some problems with the production of my shield. It is somewhat flat and the form is not good, and it needs to be modified.

Regarding the modification of the character's form, I listened to Mr. Kannan's advice and modified the spherical form at the center of the character's chest to make it conform to the side perspective of the character. Besides, a small part of the structure of the right leg of the third character was not expressed clearly, and I also added it again.
Fig7.1 The modified character form

Fig7.2 Modified character form (after coloring)

Fig7.3 The modified form of the character's equipped weapons

For the modification of the shield, I gave up the previous flat shield because it looked really out of place. I redrew a shield that was more in line with the character. Because Mr. Kannan said that when the character was designed, there was no bone component, so your shield with bone structure would look out of place.

Fig7.4 Modified weapon disassembly and shield

Fig7.5 The modified individual production sheet

week8
I continued to refine my Project 1. Mr. Kannan believed that there were some morphological issues with my character. For instance, the structure of the pelvic part seemed to cause the upper body to be about to slip. Besides, the color is too green. I should enhance the saturation contrast of the color.In addition to the color of the character, I also modified the color of the shield to make it look clearer and have a stronger saturation contrast.

After that, I attempted to modify the morphological structure of the characters and the overall color, and finally obtained the final work.

Fig8.1 Final iterative process diagram of the weapon 1

Fig8.2 Final iterative process diagram of the weapon 2

Fig8.3 Final 3–5 concept thumbnails(colorless)

Fig8.4 Final Detailed orthographic views

Fig8.5 Final Material and function callouts 1

Fig8.6 Final painted render 

Fig8.7  Final 3–5 concept thumbnails(colored)

Fig8.8 Final different actions of the characters(colorless)

Fig8.9 Final different actions of the characters(colored)

Fig8.10 Final different forms of weapons held by characters

Fig8.11 Final Material and function callouts 2

Fig8.12 Final individual production sheet

week9
This week we completed the work of Project 1 and began to produce our Project 2. Regarding Project 2, we need to design relevant game props for the environment or characters. I chose the prop design for the character roles.

For the design of character props, my first thought was armors. Since my character as a whole is mainly based on bamboo elements, the armors I designed are also more inclined towards bamboo elements.
This prop is mainly worn on the forearm of the character, providing a certain level of defense for the forearm.

Fig9.1 Arm Armor Mood Board

Fig9.2 Arm armor sketch

Fig9.3 Arm armor coloring

Regarding the second item of my character, my idea is the leg armor, which is made of the same material as the arm armor, mainly bamboo, and supplemented with bamboo leaves as decoration.

Fig9.4 leg armor mood board

Fig9.5 leg armor sketch

Fig9.6 leg armor coloring

As for the third item, I plan to design a battle mask that the character will wear when fighting. The first purpose is to intimidate the enemy, and the second purpose is to protect the face. The mask is mainly made of bamboo as a whole, with some special symbols added for decoration.

Fig9.7 Mask Mood Board

Fig9.8 Mask sketch
Fig9.9 Mask coloring

In addition, I will also continue to complete the shield design in Project 1.


Fig9.10 shield

Regarding the character details in Project 1, I continue to handle them meticulously. Mr. Kannan believes that the character should have a visual center, and there are relatively more details in this part. It should be the trunk of my character, and the details of the legs can be appropriately reduced.


Fig9.11 Add details

Fig9.12 Exercise Compilation


FEEDBACK
week2
You can continue to explore, try more types, and explore different characters, such as mages, tanks, etc.
week6
Mr. Kannan believes that my weapon design should be accompanied by an iterative process of the design rather than a result diagram. Besides, it should show various forms of characters when using weapons.
week7
The overall design is good and very interesting. However, pay attention to the form of your character, especially the sphere on the character's chest. Its perspective does not conform to the character's perspective. Also, the structure of the legs in your third character form is incorrect. A part is missing. Regarding your props, your shield should adapt to your character. Your character has no bone structure, but your shield is made of bone, which is rather abrupt. You can try to continue using bamboo to make the shield or combine it slightly with bones instead of making it all of bone.
week8
Mr. Kannan believed that there were some morphological issues with my character.  For instance, the structure of the pelvic part seemed to cause the upper body to be about to slip.  Besides, the color is too green.  I should enhance the saturation contrast of the color. 
week9
You can continue to use your shield as an item in Project 2, improve it, and then come up with other items, such as armor or helmets and the like.
Regarding the character, Mr. Kannan believes that the character should have a visual center, and this part has relatively more details. It should be the trunk of my character, and the details of the legs can be appropriately reduced.

REFLECTION
Experience
This exercise made me deeply realize that a systematic design process is far more effective than a single creation. From setting the theme, collecting inspiration images, drawing character sketches to gradually unfolding the details of weapons, props and the environment, each step needs to echo each other to form a unified visual language. Meanwhile, the feedback from my supervisor helped me identify problems in perspective, structure and style, making me realize that continuous iteration and reflection are the keys to improving the quality of design. Throughout the entire process, I also accumulated experience in componentizing design, such as layering props, weapons, and armors, laying a foundation for future modeling and texturing.

Observation
In this exercise, I spent a lot of time observing the character styles and item designs of games like Overwatch, especially how they integrate the world view to unify the overall visual effect. I also referred to many real-life bamboo products and ancient-style elements to think about how to integrate these cultural symbols into the character Settings. By sketching and organizing the moodboard, I noticed that the proportions of the characters, the details of their designs, and the placement of the props all affect the overall visual experience. In addition, during the continuous process of trying and modifying, I also began to pay attention to the relationship between color and structure, such as how color distinguishes different parts and how structure makes characters more recognizable.

Findings
Throughout the entire exercise process, I found that designing characters, weapons and scenes actually influence each other and cannot be done separately. After determining the theme of "bamboo", I realized that it was not just decoration but could extend to the characters' costumes, weapon designs, and even the environmental atmosphere, helping me unify the entire worldview. I also found that different character types (such as warriors, mages, and tanks) require different styling styles: for instance, warriors need to look powerful, so their armor should be thick. The mage is more suitable for a lightweight and flexible design. By constantly referring to materials and taking advice from my mentor, I gradually learned how to adjust proportions, match colors, and handle the distribution of details, making the design look more reasonable and stylish.













Comments

Popular posts from this blog

Design Principles GCD60804 / Task1 Exploration

Design Principles GCD60804 / Task2 Visual Analysis & Ideation

Intercultural Design/GCD61304