Art Direction

Jonathan Djap Tirtajaya (0337579)
Art Direction, Taylors University
LECTURE NOTES

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Week 1
Miss Anis briefed us that the module is going to be a group-based course and that we would have to find ourselves, 2 other people, to work with for the entirety of the semester. I grouped up with Ibrahim Fazal, and Yumnu. The premise of the course is to better understand what is art direction and how it can help us in designing. The module's final outcome is going to be a visual rework not to be mistaken on the game concept, on "Among Us"

Figure 1.1 Week 1 Progress

We were to familiarize with the term art direction and how it differentiates with creative direction, the TLDR is that creative direction is more so the concept of the game and how it suits the clients need, and the art directors job or art direction is to make sure the visuals are consistent and reports to the creative director.

Week 2

Figure 1.2 Week 2 

Identifying the good and bad art direction in among us:

    Good:

  • Easy to understand visual queues
  • consistent, the characters are recognizable
  • the character is so simple that it allows so much detail to be added on top.
  • easy to customized.
  • iconic kill animation, sudden
  • Iconic character model
  • Even if the game is cartoony, it still possesses a gloomy and slightly horror feel with the limited view.

 Bad:

  • Pixelated UI
  • Layering issue
  • low replayability on its own
  • typography hierarchy
  • terrible logo
  • the aliens on the airship seem unfitting
  • due to the simplicity, the game doesn't have any strong eye-catching visuals.
Week 3
Figure 1.3 Week 3

In week 3 we ideated how the game can look, these are the sketches of the game from a 2D perspective, followed by a first-person pov, and lastly a third-person perspective that shows 2 sides of the environment.

Week 4

Figure 1.4 Week 4

Week 4 proposal, our concept were composed of these keywords:
  • Dark and Gritty 
  • Muted Colors 
  • Film Noir
  • Minimalist
  • Mysterious
  • Top-Down 2D/3D
  • Strong lighting
We are aiming for a more monochrome, mid-1940’s, little to no lineart, angular, noir theme, mysterious.

Week 5
Figure 1.5 Week 5

In week 5 we further develop the style that we want to achieve while deciding on the division of workload. We decided that there will be 3 different maps, "Precinct" that fazal will be taking, "apartment" for Shayor, and lastly "train station" for me. While Yumnu would focus on the UI and UX design.

Week 6
Figure 1.6 Week 6

In week 6 I started working on the overhead view for the train station and apartment map.

Week 7
Figure 1.7 Week 7

In week 7 I further develop Fazal's take on the precinct.

Week 8
Independent learning week

Week 9
Figure 1.8 Week 9

In week 9 Fazal finalized the character design, creating the base, and the corpse of the in-game character, while Yumnu sketched the home screen main menu.

Week 10
Figure 1.9 Week 10

We have decided that in week 9 we will be following as close as possible as to how Fazal renders and draws his environment. This way there will be consistency in the style. I worked on a few sketches for the 2 scenes that are found in "Train station".


Figure 2.0 Sketch 1

Figure 2.1 Sketch 2

Figure 2.2 Sketch 3

Figure 2.3 Sketch 4

Week 11
Figure 2.4 Week 11

In week 11 we consulted Ms Anis, and she explained how the map is too zoomed in. It would be better if we zoomed out of the perspective while allowing the player to see the walls and rooms in the area.

Week 12
Figure 2.5 Week 12

Week 12, Shayor finished the skin variation of the characters, while I continued doing the flat colour for the 2 chosen scenes in "Train station".

Week 13
Figure 2.6 Week 13

In week 13 Fazal further improved his render of the map and included a strong sense of lighting in the room. This lighting effect is going to be portrayed in all of the scenes that the player would be able to move around. 

Week 14
Figure 2.7 Week 14

Fazal further did the different colours for the characters, and also did the role choosing screen. We also amended some of the scenes as they didn't quite meet the goal of the art style.

Week 15
Figure 2.8 Week 15

Figure 2.9 Week 15

Figure 3.0 Week 15

In week 15, we finished off the victories and defeated screens, the discussion screen, and other UI and UX designs such as the kill announcement, skin selection, in-game map, and in-game UI.

Figure 3.1 Final Presentation

Reflection:
Experience:
I think the biggest takeaway from this course for me would be understanding the amount of work, as in how much goes into UI/UX design, how much goes into the environment and the division of workload. How we could play better into other groupmates strength. There was a lot of rushing towards the end of the semester as the work starts piling up, but it still turned out well.

Observation:
I still have so much to learn if I ever want to be a group leader, there are so many things to be taken into account. Sometimes being patient and understanding is also very important when it comes to working with others.

Findings:
I realized that when doing this, most of the time you don't really have to follow a specific guideline or try to replicate a style logically. sometimes it is best to just let your eye and hand do their own thing. I have always approached drawing with a structured midset when what I really need to do is to trust my eyes, even if its wrong it would turn out better than looking at it in a structured manner.

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