Category: Semester 2


  • Animal Animation

    Peacock

    For the first playtest as we had a time crunch I focused most of my efforts in having the player character ready we decided to keep using the environments artist peacock before swapping it for my design.

    Before I animated the peacock I sought out reference videos of peacocks walking.

    What stuck out to me was how their “knees” worked they seem to be backwards compared to a humans so I decided I would need an upper and lower part of the leg.

    The environment artists adorable peacock

    To animate it I cut out the separate parts using Photoshop’s lasso tool. I then copy pasted each element onto separate layers being sure to name each one.

    The view of the layers

    I then created 8 folders filled with the parts and slowly created the key frames by positioning each piece. Once one frame was done I would lower the opacity of it and begin on the next frame using the one below to see where I was.

    To create a separation between the character player and the animal I decided to animate at 8 frames instead of the characters 10.

    Photoshops animation timeline

    To finish I saved each frame as a separate PNG and sent the folder to our Mechanics Designer.

    The finished rough walking cycle. even though there are issues I am happy with how this has turned out and it will do for the first playtest.

    Peacock Second Animation

    For the next playtest I want to have my design of the peacock fully animated. Once I had designed it and gotten the approval of my team. I took a photograph of the parts and opened it in Photoshop, I did this because scanning it into the printer warped the colours quite a bit. In Photoshop I upped the saturation and levels so that it popped more.

    I then used the object selection tool to quickly cut the pieces out. To get things cleaner I went in with the paintbrush tool and cleaned the edges up, filling in any bits that had disappeared. I then copy pasted each part to a new layer, being sure to name the layer so I could keep track of what’s where.

    Underneath the bulk of the feathers I used a modified leaf brush that leaves a stamp outline increasing the randomness of the scattering this created a cool feather moving effect.

    I then organised these parts into a folder and arranged them in my first key frame, I then immediately duplicated this folder as it will both be the first and final frame of the animation. I then made the middle keyframe for this walk cycle I determined this would be when the peacocks feet are crossing over as it steps the next foot forward.

    First and final frame
    middle keyframe

    Then I worked slowly and meticulously working one frame at a time with the one below it on a low opacity so I could see how far away I was moving the parts. I worked up to the middle frame and then arranged the next frames to get the peacock back into the first frame’s position, ready to start the cycle again.

    To make sure I was on track with the animation every so often I would make all frames full opacity and visible so I could actually see the movement it would do.

    To make the animation I used Photoshops timeline feature to make a frame animation, then I merged all of the groups (after I had backed them up) into single layers then I made frames from layers.

    This is what I had, the main issues were where I had cut the neck there were obvious gaps. Using the paintbrush tool again on a new layer in each group I overpainted to cover the gaps.

    Before and after of the neck as I did each frame individually there are some inconsistencies but I like this look as it makes the neck look like it’s ruffling.

    This is the finished animation. I exported all layers as separate PNG’s and added them to a shared onedrive with the mechanics designer so that she could add the peacock into the game. I am really happy with how this came out, I really like the effect on the tail feathers.

    Pre-minigame Peacock

    The pre-minigame peacock’s walk cycle

    For the peacock before the minigame where it has spots of no pigment. In Photoshop I simply used clipping masks over each element and hand painted the spots on, using a low opacity white layer ove the whole peacock to reduce its overall saturation. I then exported the frames and added them to the folder.

    Deer

    As with the peacock I sought out deer walking references this time in image and video form as deer are more commonly animated.

    I then scanned the finished deer parts watercolour into Photoshop using a printer.

    Unfortunately the printer’s scanner was far too bright for the delicate, light colours I used. In Photoshop I tried to fix this by using levels to increase the contrast and saturation. I then went about and cut each individual part out and put it onto it’s own separate layer.

    After I had done this however I was really not happy with how the deer looked. It was far to bright and luminous I wanted it to stand out against the darker lake location but not by this much.

    So I opted for simply taking photographs of my painted deer parts as seen below.

    Once I opened these in Photoshop they were a little too dark.

    So I used the levels to tweak it ever so slightly so that the deer was a bit brighter and saturated. A am much happier with how this lookes, especially how the paper texture is coming through as well. It will help to make the visual look of the game more unique and stand out. It also looks like fur.

    before
    after

    Now that I was pleased with how the deer looked I cut the parts out again and organised them into folders and subfolders for the legs. As with the peacock I treated each frame as a group assembling the parts in one group then duplicated it and manouvering the parts in the new group. To keep the deer grounded in a space I used a black line so that I could make sure the correct feet where always in contact with the ground. This should help make it look more realistic. I also checked that things were on track often by seeing how the movement of all the legs looked together, if the gaps were too large or small I went and readjusted the frame it was on.

    To try and give the deer more animalistic natural movements I incorporated the 3/4 head for 7 out of the 14 frames. For the walk cycle’s first iteration I included the use of a smear frame for this head turn to give it some movement.

    This is what the smear frame looked like, I used the eyedropper tool to sample colours from the deer then used the paintbrush tool to draw curved lines in the direction the head would be moving in.

    before
    after

    Once the walk cycle was done I went over each frame with the paintbrush tool to draw over any alignment issues.

    The finished walk cycle, I exported al of the frames and sent them to our mechanics designer. Once the animation had been imported to unity the smear frame looked strange so we removed it for the week 8 playtest, this unfortunately made it behave strangely and jilted in the game during that playtest but afterwards I fixed it.

    The fully finished deer walk cycle, I am very happy with how this came out. It was a big challenge to animate something with four legs so I am especially happy that it is smooth and looks good. There are some issues with the head looking very inorganic, if there was more time I would animate possibly the snout, ears and eyes.


  • Week 5 Log

    On Monday before the lesson I photocopied the pieces of the character and emailed them to myself, I then showed the art to my team. They liked the work I had done.

    For the session we had a short lecture on game puzzle tips and tricks and then we spent the rest of the time planning for the playtest. We were encouraged to assign roles for our group when showing our game. Our mechanics designer offered to induct people into the game and give them a brief rundown of it. For the rest of the day the rest of us will take it in shifts to take notes and observe players while the rest of us go and test other peoples games.

    For the rest of the day I worked on animating the character.

    For our Tuesday meeting I focused on catching up on my organisation and updated the team website.

    This is our to-do list I have been using it to keep track of what I need to do, colour coding my post it notes with a green dot.

    I added some new tasks, design deer and peacock and moved the animation tasks to completed.

    I also worked on the group website ensuring that the navigation menu is up to date and has all of the posts we have made so far.

    The last thing I did was update our roadmap to better reflect our progress and I added things we had not previously thought of like sound.

    Thursday Playtesting Session

    On Thursday we had our first of two mandatory playtesting sessions. We structured our group so that our Mechanics Designer onboarded players and me and the Technical Designer took turns writing notes and observations on the players.

    This was an extremely helpful session as I wanted to see how my animations translated and were viewed by the players. It was also nice to see where the rest of our peers have gotten to with their games.

    The notes from feedback. After the session I took the notes and compiled them into a word document. Using the highlighter tool I sectioned each piece of feedback into groups of similar issues. I then created a list of what we need to improve and suggestions of how we could. On our Friday meeting we will go over this list and decide what tasks we will tackle.

    This the word document. The key is as follows:

    • Green – art issues
    • Yellow – UI issues
    • Blue – sound feedback
    • Pink – story and goal issues
    • Red – minigame

    This is the areas to improve section, I organised it into bullet points of tasks that need doing. I then shared it with my team and the mechanics designer took the feedback further and began refining the game. Breakdown here.

    Next Steps –

    I need to continue to design the animals and our group decided to fix some of the issues by assigning our world designer to do the sound, and the environment artist to make a soul fragment animation.


  • Week 4 Log

    This week we had a guest lecture from Venny a Southampton alumni working at Sumo Games. The talk revolved around playtesting and how to get the most out of a session.

    QA(Quality Assurance)

    • Career path
    • focuses on tech issues
    • fixing what goes wrong

    Vs

    User Testing

    • Observing natural behaviours of players
    • Not necessarily only looking for bugs but rather what the players are drawn to and do

    Smoke Testing

    A smoke test is where you check that the most fundamental parts of your build are working. If the build does not pass the test the build is unusable.

    Using an Excel spreadsheet to conduct the smoke test. Each test should be put in separate sheets with a clearly marked date and time. You then list the features you want to test, the expected outcome and the actual outcome. If the expected and actual outcomes are different then there is a problem.

    How to Write Bug Reports

    • Short description of bug
    • reproduction of the steps
    • observed outcome (what is actually happening)
    • expected outcome ( what should be happening)

    Running a User Test

    Step 1 – paper prototype, the quickest and easiest way to see if a mechanic could work

    Step 2 – greybox prototype, only to test usability and flow, do not make it look nice or pretty

    Step 3 – bring in players who have no knowledge of the game, ask open ended questions

    Step 4 – analyse the results from the session. Pay close attention to the behaviour of the player are they apathetic is the UI legible and are they enjoying something unexpected

    Step 5 – Iterate the design and repeat steps 3 and 4 take feedback forward and implement the changes, make it radically different

    Step 6 – UI skinning, in engine implementation of art assets, now is the time to make it look pretty

    On Tuesday we had our weekly meeting as it was Chinese New Year some members of the team were absent. I focused on painting the final version of the character.

    On Thursday we had a session on AI usage and the universities policy. After an informative talk about how generative AI is structured and works our groups were given examples of different case studies. Our groups stance on AI is luckily aligned to be strict no AI.

    Next Steps –

    As we have the first player testing session next week I am going to focus on animating the characters idle and movement animations


  • Animal Creation and Development

    After week 3’s decision to revert the roles I began designing the animals.

    Peacock

    This is the moodboard given in the GDD, The most notable aspects are the white splotches on them and the feathers that contain “eyes”

    To get a feel for the bird I decided to sketch it realistically first before I began stylising it.

    After I had a design I liked I drew and painted it.

    I wanted the peacock to reflect the aesthetic of the game so I tried to add underlayers of purple and yellow into the blue. I initially struggled with this and accidentally put the yellow when the paper was too wet so it bled too much. When I paint the parts to be used in the game I will need to be extra mindful of this.

    The top version is the peacock when the player first encounters it and the second is after they have played the minigame. The hope is that the white spots will act as a subconscious prompt for the player to colour it in.

    Once I had the design of the peacock I got to work painting the indivudual parts for the animation of the peacock.

    I began with a loose pencil sketch of the parts, I drew them close together so I could have the sizes right. I then slowly began building up layers of watercolour, introducing light washes of purple and yellow – being sure to not repeat the mistakes I made in my earlier painting.

    As the painting was coming along I got the idea to paint more pronounced feathers, I think this added more interesting visual detail and incorporates the impressionist influence from the GDD.

    For the tail feathers I also worked slowly and tried to give the impression of depths with layers of strokes in different colours. For the “eyes” of the feathers I used much less water in the brush so the pigment would be very dense and opaque.

    This is the finished peacock I am very pleased with how it turned out and our technical designer liked it too, I will now scan it into Photoshop so I can start animating it.

    Deer

    This is the deer moodboard in the GDD. A helpful colour palette has been included, as the colours are very bright I will need to really work on my blending skills and the use of the accent colours when painting this animal.

    As with the peacock I wanted to study actual deer anatomy first.
    On this page I was playing around with the full body and trying different mark making for the antlers.

    As specified in the GDD’s artbible the deer is very mystical and uses pink tones in its colour palette. I built on this by also using blue tones to complement the pink. Whilst I was painting the deer I kept the brush full of water so it would have a soft airbrush quality to add to the magicalness of the deer. To finish it I added highlights with a white gel pen.

    For the parts of the deer I separated the legs into three parts that attach to a main body and there are two heads that can be swapped out as if the deer is looking around.

    I reused the same techniques as in the concept art as they were successful. I made sure to be patient as I was adding the layers because the paper stayed very wet due to the blending I was doing.

    These are the final pieces I will now scan them into Photoshop to cut them out and do digital retouches. Then animate them.


  • Animating the Player

    I have never animated with physical materials before so I conducted research into paper art and started looking at some motion references. Whilst I was designing the character I had the idea that she could float instead of walk. This is a video moodboard of the references and flying techniques I sought inspiration from.

    Growing up I watched a lot of this cartoon called Winx Club, they are fairys and everytime they would fly they would have their legs arranged with one at a bend and the other straight, this creates an interesting sillhouette for character design and easily communicates they are off the ground if the background is blank.

    Scarlett Witch from Marvel had an interesting way she moves her arms when taking off and landing, it is graceful and elegant.

    I also looked at superman his resting hovering pose is similar to the fairies with the one bent knee.

    After I looked at these references I created a short animation in Flip a Clip to show my idea to my team.

    This is 8 frames per second.

    This was well recieved so I got to work making a paper prototype of her idle pose before I spent time painting the actual character. I divided the character into seperate elements.

    • The head connected to the body and upper part of the arms.
    • Left hair
    • Right hair
    • left lower sleeve
    • right lower sleeve
    • left hand
    • Right hand
    • Left leg
    • Right leg

    I then drew each piece seperately and cut it out. I then taped the main body down onto a piece of paper and set my phone camera above the paper so it wouldnt move whilst I arranged the pieces.

    This is 8 frames

    This was a success and gave me confidence that I can create a refined version. It also highlighted to me where my weaknesses were which was to lump elements together even though the hair is going down the arms are going up. I will need to pay close attention to this later.

    First Playtest Version

    Before our first playtest on the 26th of February we want the character fully animated. So the week before the playtest I created the parts needed for animation.

    This is a sketch page of the flying animation. I drew the character and made notes of what would be moving and what pieces I would need. For the pose I used a free model poser app – Magic Poser to create and tweak the pose I wanted. Every blue circle is a piece that you can manipulate.

    I then drew and painted the final version

    I then took the parts and photocopied them, emailing the results to myself. I did it at 300dpi on an A3 size.

    I opened the files in Photoshop and used the object selection tool to quickly isolate the elements. For any parts that were missed I used my XP pen tablet and the quick selection tool to draw over the areas adding them into the selection.

    The object selection tool grabbing the main pieces
    The hair was too light so it had to be traced over. I used the add and minus options for the brush to ensure it was accurate.

    After the elements were separated I put each onto separate layers and named each layer

    before
    After

    Once the everything was set up I noticed that the colours were a bit washed out so to make them pop I adjusted the levels.

    Darkening the shadows and upping the saturation as I do not know how she will compare to the background yet.

    To actually create the animation I put all of the elements into a group and arranged them into the first frame, I then copied and pasted this group renaming it to frame two. Then suing frame 1 as a guide on low opacity I made minimal changes moving the legs and hands up. I continued with this until I had ten frames, she reaches the peak of her height in frame 4 then slowly comes back down to end up in the same position as frame one.

    Once I was happy with the frames I used Photoshop’s built in video feature and made an animation then after I had flattened the layers (keeping a copy of the unflattened layers in a seperate document) I clicked make frames from layers.

    This is the timeline view, it took a couple tries and some tweaks to get it looking presentable and like what I envisioned but eventually I saved each layer as a png and put them into a onedrive folder I shared with the mechanics designer.

    For the movement animation I repeated the exact same steps except with the skirt every two frames the alternate ruffles display. My hope with this is that it would look like the skirt is blowing in the wind.

    These are the finished animations as looping GIFs. I think that the skirt idea has not quite worked with the current execution but I am happy with these for the playtest.

    Second Playtest Iteration

    Once I was finished with the painting I scanned in the pages and cut them out in photoshop, performing a last colour check. I am very happy with how this came out I think that she matches and stands out just the right amount in each location.

    Whilst I was cutting the pieces out using the object selection tool and cleaning up the parts I used levels to every so slightly up the contrast by moving the dark grey arrow to only 50. This has made the purple come through on the dress better.

    Idle Animation

    First and final frame
    middle keyframe

    For the idle animation talking onboard the advice I got during feedback week, I wanted the character to look more graceful so I pushed the movements to be bigger. Starting with the first frame this is when she is about to go up so her hair is tight to her body as well as her arms and hands. For the middle keyframe when she is at the highest peak I made it so that her hair is fanned out behind her and her arms are wide.

    The increased number of parts she has both makes it so that the movement can be natural, but that it is also quite easy to lose track of the parts. So I made sure to check and see how the parts were lining up with each other.

    To further try and show the characters gracefullness I overpainted on some frames the fabric of her dress moving with her.

    This is the finished idle animation. I believe this is very successful and a vast improvement over the previous animation.

    Movement Animation

    For the movement animation I repeated all of the previous steps, upping the levels, cutting out each part and putting them onto individual layers.

    first and final frame

    I then created the first keyframe and the middle one. I wanted this movement to be not as pronounced so that she looked effortless gliding through the air. so the difference between them is not as much as in the idle animation.

    This animation also used a lot less frames, only using 8 instead of the idle animations 14. I like this effect as when the character is moving there is less time and you need to get the movement across quicker.

    middle keyframe

    This is the final animation, it is slightly too fast but once it is in the game and in motion it should suit the characters movement. I am pleased with how this came out, there are still some issues but it is an improvement on the first iteration.


  • Paper Art Research

    For the animation of the player character and animals our group is thinking of using a “paper doll” kind of animation where the character is seperated into pieces that are then assembled in the game software. As I am responsible for the characters I am condustcing research into not only this technique but also some artists that use paper because that is our medium of choice.

    Ryan Riller

    https://www.instagram.com/ryanriller_/?hl=en

    Ryan Riller is a Paper and 2D freelanmce artist based in the SF Bay area. He often works with established studios and brands such as Disney and Laika. His work is incredibly detailed, he utilises multiple layers to create a dynamic depth effect. He also uses textured paper to create more variation amongst his artwork. What I like about his work is how instantly recognisable it is and the scale that he creates these pieces at. Instead of focusing on one subject he will create large group pieces.

    Nathanna Erica

    https://www.instagram.com/theartofnathannaerica/?hl=en

    Nathanna Erica is an illustrator and paper artist from brazil. She mostly illustrates books with a combination of paper and traditional art. Her work is less obvious that it is paper. She does not use textured material but smooth coloured paper. Upon first look you could be mistaken that the art is digital. What I love about her work is how organic she makes the shape feel. Hair flows beautifully creating a real sense of movement, this will be useful in my own work as our character is characterised by her hair a lot.

    How I will use this research

    After looking at these artists I have decided to take their work practices of clearly defining pieces of the characters so that they can be put together in the larger artwork.


  • Week 3 Log

    This week we had Canteen Studios in to deliver a guest lecture. They are a small two person studio working on their second professional game. They had sectioned their talk into twelves tips for game development

    1. Games are about iteration – iterate and constantly improve
    2. Playtest as much as you can – fresh eyes on the porject will help you discover issues and whats not working
    3. It’s a marathon not a sprint – be kind to yourself and don’t burn yourself out
    4. Set goals – work in milestones and have achievable weekly/monthly/yearly goals
    5. Work backwards – determine your end goal then work backwards to understand what you need to do
    6. Keep track of your progress – good for motivation helps you to see how far you have come
    7. Watch out for bottleneck and dependencies – pay attention and make sure that you don’t end up in a situation where the project cannot move forward without a single persons work
    8. Have a solid foundation – know what you want to create before starting but also keep in mind games are about discovery
    9. Aim for less at a higher quality – don’t be afraid to take things out of the game if the workload is to much, focus on making what you have the highest quality possible
    10. Do not leave things till the end – work with the goals to stay on track and not rush at the end
    11. Don’t forget the player – always think about what you are making and how the player will find it
    12. Games need tutorials – both explicit and implicit ones within the game itself

    After the talk they went around the room and spoke to each group. We pitched our game and explained our current working progress, the reception to this was positive.

    Overall the talk was very helpful. It was nice to see a functioning indie studio and the tips will be invaluable.

    On Tuesday we had our weekly meeting. Our technical artist was unwell and could not make it. The main issue at the moment is that me and the other artist have very different artstyles we decided that we should try an exercise where we take the same reference and paint it. We tried to use the same rules and style such as the same watercolour paint and black fine liner pens. Team meeting breakdown

    Reference
    Mine
    Swan’s

    These are the finished pieces. Obviously there are many differences, my work is more realistic and I am less experienced with environment pieces. This was a useful activity though as maybe it seems that we should pivot our plans and revert back to the original roles.

    During the meeting our mecanics designer produced a list of the assets that needed to be created.

    After a discussion with the other artist where I proposed two options one where we stick to the current plan and I take the character, deer, lake, world map and puzzle or we revert to the original roles and I take the character, deer, peacock, world map and puzzle. The other artist chose the latter option but wanted the world map. This setup works very well for me.

    On Thursday we had a presentation. We were given this sheet to plan our presentation accordingly.

    We all created our single slides about what we had been focusing on and I volunteered to create the rest of the slides.

    The actual presentation went very well. We took it in turns to speak and and present our slides.

    Comments we received –

    I really like your artwork – directed at me.

    What is you contingency plan for if something goes wrong?

    The way our group is set up the are two technical people and two artists as well as the world designer bridging the gap. This way if one person is unable to complete their work the other one in that area can pick up the slack.

    Next Steps –

    Our next steps as a group are to continue working on are areas. As we have now decided to revert back to the original roles of character artist and environment artist I will begin designing the animals and continue working on the character.


  • Week 2 Log

    This weeks Monday lecture was about teamwork. We focused on getting to know each others working styles and how we all like to best communicate.

    The four of us that were in attendence sat down and filled in this grid given to us by the lecturer. We listed our work preferences, strengths, struggles and communication preferences. Most of us like to work alone but our technical designer likes group work so we will have to be a bit flexible to accomodate that. Our strengths are varied and most of us like face to face communication.

    After that exercise we were encouraged to write up a team contract where we outline what we want from the project and make a commitment to the group.

    Ours includes sharing work and keeping backups, commiting to twice weekly meetings. Using Slack as our communication line. To always entertain ideas – time permitting.

    We also included what motivates us a sense of achievement, fulfilling the vision of the GDD and creating a great player experience.

    After the team contract was written we were reintroduced to user stories. We first were introduced to these last semester from a guest speaker.

    They take the format of:

    As a [blank]

    I want [blank]

    So that [blank]

    To write these we consulted the game pillars in the GDD and based our responses off of those. I contributed two

    As a player
    I want a visually beautiful game
    So that I can immerse myself into the world.
    As a Player
    I want my decisions to matter
    So that I can feel the consequences of my actions.

    This is a board of our user stories. We used stickers to colour code them.

    Once we had the user stories we began making up tasks relating to the story. For my visually beautiful one I decided to experiment with watercolour and begin designing the character.

    This system will help us keep on track with our goals and helps us never stray too far away from the desired vision.

    Tuesday Meeting –

    in this meeting we sorted out who would be writing the team blog posts – the technical artist. I had set up categories and a menu for the website the previous day. We also wrote up this piece of paper which we will update at the start of every week to see if we have completed the tasks on them or if they are still relevant. Everyone also provided an update as to what they had been working on the technical artist and mechanics designer had a working prototype and the other artist had created an isometric concept for the UI.

    In Thursdays lesson we turned our attention to project planning and the timeline we have.

    I created this roadmap for us to refer back to during the project. It is in a miro board that everyone can access and add too. We have compulsory playtesting sessions in week 5 and week 8 I have marked these with stars. The plan for the roadmap is to add tasks and goals as we go.

    During the session we also had some issues as the other artist was worried about the artstyle not being consistent. I strongly believe that we can both adapt and make it work, within the same miro board there is an art style section that we should both be uploading images to. We both like the water colour style so to try and asssuade her fears at the next Tuesday meeting we are going to sit down together and practise with some watercolour, allowing the rest of the group to see and decide if we need to pivot direction.

    She also came up with the idea of using a “paper doll” style of animation for the character, this would significantly lower the workload and is a fantastic idea – she is going to conduct more research into it over the weekend.

    It was also revealed that next week we will present our work to the class using this template:

    We decided that we would create the presentation at our next Tuesday meeting.

    Next Steps:
    To prepare for the meeting next week I will collate my work into one powerpoint slide and I will continue to develop the character.


  • Character Development

    The Character

    The player character from the GDD is an ethereal magical being. She is a young forest keeper learning how to help the animals and environments throughout the game. Her physical appearance is heavily inspired by nature and mother nature as well as fairies.

    This is the reference board for her. After looking at it I noted the draped layering fabric, long hair and the faceless nature of the images. I imagine not only does this reinforce the mysterious, mystical nature of the game but would also allow the player to project themselves onto the character easier.

    After looking at the reference board I looked for some fabric references these are fabric simulations giving them a dreamy feel.

    Initial Sketches

    After I had looked at the reference and concept art I began sketching out some designs. This was relatively easy the supplied materials let me create an informed design quickly. As me and the other artist were discussing watercolour I also painted a small colour test, specifically to see how white iridescent hair would look. I really like this and my group also liked it. Though I think the leaf veins make her look sickly.

    Designing the Dress

    It was clear from the references that the characters dress is very important to her characterisation so I took my time with this stage of development and created a variety of options. The main issue I ran into was how these ambitious designs could be translated into animation, finding ways to make the process easier is important due to the tight deadline.

    I began by looking for my own reference images and sketching out aspects I liked from each image, also keeping in mind the original reference board.

    This is an ocean inspired dress, the folds resembling ocean waves. I tried this as I wanted to explore all aspects of nature.
    This design was heavily inspired by traditional princess dresses, something you would find in a Disney movie. The layers of fabric being relegated to traditional skirt layers.
    Through my search fro my own reference images I found this skirt shape which I liked as it incoporated the layers but not at too much an expense of animation.
    I tried out this shape with an asymmetrical skirt like the concept art and a more revealing neckline. ,
    Once I had the shape of the dress I really liked I started experimenting with different neckline and sleeve combos.
    I eventually settled on this overall design keeping things very simple and swooshy. There are elements of nature across the dress such as the leaves and other flora in the skirt. I settled on the rouched neckline as the more revealing ones seemed too mature for the character.

    This is the final dress design on the character. The layers and material of the fabric will need to be paid extra attention to when colouring as if the translucency of the fabric does not show the magical aspect of the character will be lost.

    Even though she is faceless there are many different options for how best to convey this without accidentally entering into creepy territory.

    The best current representation I have found is vaguely defining the eye indents, keeping her nose and possibly keeping her lips. Though I think I will end up also vaguely defining her lips.

    This is the finished design in watercolour. I began with a heavily watered down green and filled in her whole body I then started on the shadows on her skin slowly building up the density of the pigments.

    I used purple in the shadows to bring the impressionist elements in. For the dress I worked in a similar manner being careful to not lose the green underneath to keep the look of translucency.

    To make the dress look mystical I incorporated purples, greens and blues. I used a black fineliner pen sparingly only using it to enhance the details in the dress.

    Colour Experimentation

    Original
    Lake location
    clearing location

    As specified in the GDD the character naturally changes colour to match the current environment she is in. Now that I have the finished design – her colours being her “natural” ones, I decided to take the image into Photoshop and change the colours.

    I used the object selection tool to select each element that needed to be changed and copy pasted them onto seperate layers. I then used the clipping masks on seperate layers using the blending mode ‘colour’ to change the colours but keep the definition.

    Though these werent used in the vertical slice, it was helpful to see how the design could be changed.

    First Iteration

    Once I was confident I was prepared I began drawing the elements. To ensure the character stays consistent over the two animations I drew them both at the same time. Once I was finished with one element I would draw the corresponding element on the other page.

    I then inked both with a black fineliner pen using a gummy eraser to remove the pencil lines.

    I then painted both of them using watercolour. As with drawing them I painted each simultaneously so the colours would be consistent. When painting I used many of the same techniques as I did on the final character

    Once both were painted I cut them out using scissors, this was somewhat difficult next time I will use a scalpel to get more precise cuts.

    Animating the Player

    How I animated the player

    Character Redesign Using Feedback from Playtest Weeks 7 and 8

    For the final character design in preparation for the playtest in week 8 I wanted to play around with colour more.

    To do this I got images of the environment artist’s backgrounds and checked the characters I had. When I was designing the animals I wanted them to stand out against the backgrounds so that the player can see them easily I am happy with this and have accomplished it.

    I am unhappy with the character though as the colours feel far too unnatural and bright – she stands out too much and looks like she does not belong.

    After analysing this image I want to create an inbetween of the current design and the first colour test as one is too neon and the other too washed out.

    Using feedback from the playtest where it was recommended for me to separate the “puppets” into more parts I began sketching the designs and outlining with a black fineliner pen. The goal is by further seperating each part the character will feel more organic and fluid fulfilling the GDDs vision for her.

    Whilst I was painting the character I kept the images and references of both the past versions of the character and the backgrounds so that I could make the correct colour choices. I also painted both at the same time again to ensure consistency.

    These are the finished designs, Whilst I wa painting I overworked the face on the first one so I redrew it on a separate piece of paper. I am very pleased with how these came out, the colours are more natural and will fit with the environment better. I will now create the frames needed for the animations from these.

    Character Design Reflection

    Throughout this semester I have tried to pursue more things that align with my career goals of being an illustrator. This has led me to take on the Whispers project and over the Easter break to create a draft of a childrens picture book. I have greatly enjoyed these two side projects and they have helped inform my work for the games development module.

    In these three projects I have created and illustrated characters in all of these projects. The most important skill I have developed and refined further is how to keep character and style consistency for whichever project I am working on. Illustrating the picture book before I created the cutscene gave me experience on drawing the same charater from different angles and helped me get used to illustrating with texture and good colour palettes in Photoshop, where I ultimately developed the cutscene in.

    For the Whispers project I learned a lot about how to simplify designs but keep the core character there. As too many details gets messy and things can easily be lost. I applied this to the player character by removing elements such as the flower crown, and other nature elements. However what those elements suggested was not lost due to the green/nature colour palette and how the character carries herself.

    I am ultimately very proud of the work I have done on the character for this project, the improvements I have made with each iteration are clear and readable and she matches the GDD vision and the atmosphere of our game.


  • GDD Breakdown

    To fully understand this project and my role within it I looked at the GDD we would be working from and identified the key parts – especially for my role.

    These are the game intentions and game pillars, this helps me to understand the atmosphere and mood of the game.

    Essential Experience

    I want players to feel connected with nature and animals by restoring the order of life in the forest. I would like them to think of the choices they make and how it can affect the world around them.

    I wish for the role of the forest keeper to bring sense of responsibility and awareness when players are walking through the beautiful landscapes and meeting animals who they’re bound to protect and take care of.

    Design Intention 

    Compassion and resonation with wildlife is essential to establishing connection with animals that you might find. The player will be able to experience it during interaction with animals and through the process of building trust between them. If I was to describe how it would look, I would say it’s something that has etherial, spiritual motifs. An animal offering a part of their soul to you, a bubble of light that has its assigned colour; you keep it close to your own, absorbing the light in your chest.

    Game Design Pillars

    Connect with animals and gain their trust through your surroundingsContinue your adventure into the depths of unfamiliar woodsStop and think
    The world around you is constantly giving you clues and guidance on how to assist the creatures in need. Collecting objects and learning animal behaviour will help you to understand what you’re truly trying to achieveDiscover scenic landscapes and their inhabitants, learn more about the species and fill your notebook with interesting facts about flora and fauna of your home. Let your imagination wander and give animals names you think suit them best.Making decisions shouldn’t be hard, but their weight shouldn’t be underestimated either. How far are you willing to go to help, and if there is a limit, are you willing to take losses? Stay true to yourself, accept the fate of those who can’t be helped and take care of the things that matter the most. 

    Art Direction

    Impressionism and its use of colours are important to the game, I will need to research into it and attempt my own artworks.

    These are colour palette mock-ups for the character, each one is attached to a specific area of the game.

    This is the characters reference board this will help me when I develop my design for her.

    This is the reference board for the deer that is found in the lake. I will need to use the impressionist attiutude with colours to incorporate the accent hues of pink.

    The opening of the game is a short animation sequence where the character materialises from the earth – this is going to be an interesting part to adapt as I have not attempted animation before. However I am excited to take on a challenge.