Reflection & What I will be experimenting with to create unique visual identity

  • Looking at art styles that exist 
  • Game examples 
  • Moodboards for the same idea with different styles
  • Favourite choice + reason why + feedback from outside people

Art Style Examples:

StyleMain FeaturesExample Games 
Pixel ArtBlocky, retro, stylized or realisticPapers, Please,Celeste,Stardew Valley,Please, Don’t Touch Anything,Uplink
Hand-DrawnPainterly, animated, expressive linesCuphead,Hollow Knight,Child of Light,In Other Waters
Cartoon/AnimeBold lines, saturated color, exaggeratedPokémonseries,The Legend of Zelda: Wind Waker,Hearthstone,Fortnite
RealismLifelike textures, complex lightingRed Dead Redemption 2,The Last of Us Part II,Witcher 3,Fallout 2
Low Poly/MinimalistSimple geometric models, bold colorsJourney,Firewatch,Mu Cartographer,Superhot
Cel-ShadedStrong outlines, flat colorsBorderlands,Okami,Jet Set Radio
Flat/GeometricMinimal shapes, graphic design lookMonument Valley,Thomas Was Alone,Highfleet,Nauticrawl
Monochrome/LimitedSingle or few colors, mood-focusedLimbo,Downwell,Duskers,Return of the Obra Dinn
Desktop/OS SimulationFaux desktop/OS, menu-driven, data-richHypnospace Outlaw,Orwell,Her Story,Not for Broadcast

Game Examples Images:

Pixel Art – Stardew Valley:

Hand-Drawn – Cuphead:

Cartoon / Anime style – Hearthstone:

Realism – Fallout 2:

Low Poly / Minimalist:

Cel-Shaded – Jet Set Radio:

Flat / Geometric:

Monochrome/Limited:

Desktop/OS Simulation – Her Story:

What art style do educational games currently use:

The closest thing to my game idea in both gameplay design and game intent is a BBC bitesize game called planet planner. It tackles the issue of trying to educate students on all things geography which does include both tectonic hazards and extreme weather and it is a series of micro-games that make up planet planner. However, these micro-games tend to be just read, click, read, click and its meant to imitate a resource management gameplay however, it lacks true player decisions and only allows for two choices, one that is correct and one that is wrong, so it becomes less of a game and more of a quiz. I found myself just clicking through the dialogue as I found myself constantly bored, whilst noticing it doesn’t really help educate students on the true impacts / prevention of these disasters and this alone wouldn’t help students answer the easiest questions on a GCSE geography paper. 

However, this game does have similar foundations to my game idea, the execution and game design just isn’t enough to truly immerse or intrigue students or even me as a player. The visuals do match the educational theme and make things very clear, and i might experiment with a similar cartoonish style of art.