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
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.
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