Blog

  • Visual Research

    Colour Psychology – Spiderverse

    Pinkish Purple representing Deception
    Added Orange representing Ruin, specifically the Ruination of Gwen’s dad’s world view
    Blue-ish Purple representing cold detatchment, while Pink may represent Immaturity and/or Innocence
    Blue may also represent Authority, Red can represent Passion
    The now fully Blue dad can represent Depression and Sadness, which may stem from Regret
    Again Blue representing sadness, also this is the first time the pair share a similar colour.
    Pink within the Blue may represent Delicacy or even Innocence

    Reddish Pink conveying Passionate Nurturing
    Switch to Gray conveying Abandonment as Miles refuses to take Hobie’s advice.
  • 3D Modelling Pipeline + Some Modding

    This is a WIP project

    Moodboard
    Sketches
    2D Reference for 3D use
    Leftover body base model from abandoned project in Blender
    Made this to accomodate the Cape
    My finished model without the modifiers, only topology
    A cut version which is easier to test import into Helldivers 2
    Test Import into Helldivers 2 to make sure I can start texturing with a valid model
    Custom alphas I made
    Finished (but not finalised) model textured in Substance 2D Painter
    Textued model put back into Blender
    Imported into Helldivers 2
    Not very satisfied with the proportions (weight data problem) and colour scheme (lighting difference, especially bc the 2D sketch, interpreted into Substance Painter, then exported to Blender, and then imported to Helldivers 2 caused the end result to look sub optimal. The colour scheme is also too bright for Helldivers 2, which looks semi grounded.
    2D Front & Side sketch used as references in 3D Modelling process
    How reference is used
    Forgot to take screenshots of the topology modelling process…
    Separate UVs/Meshes for the inside & outside
  • Ideation

    Ideas I had & Why I decided on this current idea.

    Originally I wanted players to feel the anxiety, dread & fear of confrontation. I thought having the player understand the negative implications of inaction was most important.

    I realised having players confront themselves internally was much more meaningful & impactful than to have them go through the trauma of confrontation with others. I realised I was just projecting after my at the time recent experiences with a loved one of mine.

    The original game pillars i had were as such

    Previously i wanted voice acting and an inflexible, fixed narritive. I realised through research that video game have and should utilise their advantage of being interactive experiences more readily able to immerse the ‘audience’ into its narritive compared to other media. Having all my characters have vaguely conflicted issues which Players can project onto takes advantage of the medium of video games and ensures it is not just a worse version of a TV show or movie.

    My game pillars have since evolved into this.

    Variations of Gameplay

    In retrospect, I hadn’t done enough variations in gameplay.

    Essential Experience

    I generated it after researching & experiencing Artistic, Metaphoric & Expressive games such as Gris & Journey. I also took inspiration from the short yet impactful experiences of game poems. All of these have the common trend of possessing no exposition or direct dialogue/monologues etc.

    Mockups

    -Characters-

    Character design Jess drew for me, I really liked the hair’s unique silhouette
    Idea to have avatar get more rounded as they go through chatracter developement in-game.
    SIde Characters designed around Shape Theory
    SIde Characters designed around Shape Theory
    Front & Side Reference used for 3D Modelling in Blender
    Varient design of Protagonist, who in the Domain of Anger, has been twisted & warped by the emotion.
    Variations of Title Art & Name

    Feedback

  • Weekly Relfections

    Week 1

    Not much, just refreshed the importance of mindmaps & planning

    Week 2

    Learnt of the significance of metaphors and poetic narritive/writing in video games. Symbolism can greatly enhance media.

    Played some game poems and their ability to reach into the audience/players with clever symbolism and/or wording is significant and useful for future consideration.

    Starting area (Tree textures are made by Nam)

    Unfortunately I was unable to complete my Bitsy group project as I had fallen ill. I tried to incorporate metaphors such as one where the map funnels/bottlenecks the player towards a direction, symbolising the helplessness one may experience, wherein one has no autonomy or free will, and must comply with the situation. The end of the map is made more clautrophobic to envoke negative associations.

    Mock design of ending, with the player being forced to interact with NPC at the end

    Week 3

    This week, I learnt that to make a game, one must have a clearly defined intention. I want players to understand the necessity of confrontation despite the many fears one may have of it.

    I myself have never been very confrontational, so it hurts me when I have to clash & conflict with others, especially when it’s necessary. The fear, helplessness & dread I had experienced in the past due to confrontation and subsequent rejection are reflected here.

    Week 4

    Learnt about how level design works and the procedure recommended. Blockmeshing seems extremely useful for planning out levels and how they should flow. Constructing flow charts also seems really helpful for making things more manegeable.

    For the week’s tech session with Ross, I made a graybox map for an FPS game in Unity. I tried to make it extremely verticle, with many spots to hide and take cover in. I also tried to make it more fun by adding tunnels and bridges for players to traverse.

    Week 5

    Learnt about how narritive and gameplay complement one another, specifically how to structure them into readable & manageable forms.

    Also learnt which parts of the story are most important, that being dramatic elements & connecting of elements into a cohesive narritive.

    Week 6

    Learnt a lot more about Game Pillars and Game Loops, including separation of Core and Meta Game Loops. The structures suggested this lesson, again, seem really useful in aiding with readability and manageability for my GDD.

    The Thursday section about item systems makes sense, but for now I don’t really grasp it well, nor will I really utilise it for this current GDD I’m making. Similarly, Meta Game Loops make sense and i know it’ll be useful in the future, but for this GDD, I don’t see myself utilising it much.

    I wrote this down as part of the lesson’s activities but i misjudged/misheard what was asked of us. It was about Items, yet I wrote far too much. Just throught to include this here…

    Week 7

    This week we had Formative Feedback. My tutor aided me by helping me put a cohesive idea & goals, although in the end I was unable to complete these goals.

    Week 8

    This week we learned about how to improve character design with techniques like colour psychology, shape theory etc. Learnt that visual pillars are an important part too.

    Week 9

    Learnt a bunch about user interfaces in games.

    Also learnt about how audio works with & functions in games. The categorisations of audio types is really helpful, like how it categorises the types of audio for non linear media (games). Specifically I wan my game to have an adaptive soundtrack for each ’emotion”

    Week 10

    Learnt about how to make my GDD better.

    We also did an activity where we presented our game through diagrams and descriptions, and the partner tries to summarise the game through our presentaion.

    Upper text:

    • exploration of confrontation and rejection and self reflection
    • ? visuals based to represent internal thoughts
    • two characters may love each other family or not, but there’s conflict, main character has to resolve it by walking through forest for self reflection, visually representing what mental discovery they have by finding items and locations
    • when character returns from walk they confront other again and resolve their conflict

    Lower Text is much clearer

    They were able to describe my idea in alternate ways, such as having the characters reconcile, i never thought of that verb to describe my game’s ending.

    Week 11

    I wasn’t there…

  • Game Design Document

    ///Game Overview///

    >Title – Rejected<

    >Elevator Pitch<

    A game exploring the emotional depth of confrontation, rejection & reconciliation with loved ones through visual metaphors

    >Genre & Platform<

    • Genre – 3D, 3rd Person Adventure Art Game
    • Platform – Primarily PC & Console, with questionalble mobile compatability due to potential hardware limitations

    >Game Design Pillars<

    • Colourful, Expressive Visual Metaphors
    • Exploration of Emotions & Conflict
    • Projective, Immersive Narritive

    >Tone, Mood & Philosophy<

    Colourful Visual Metaphorisation of Self-Reflection

    >Target Audience<

    ‘Explorer’ type gamers, those who enjoy visuals, immersion, narritives and/or game poems.

    >Similar Games<

    -Gris-

    Gris is a 2D Platform Adventure with an emphasis on gorgeous water colour like art. It also conveys its themes through visual metaphors, and uses colours to represent the stages of grief.

    -Journey-

    Just like mine, Journey is also a 3D Adventure Art game. It makes great utilisation of scale & proportion. It has amazingly intuitive level design and great metaphoric gameplay. Journey is able to represent the stages of life and the emotions attributed through it’s visuals and interactive, immersive world.

    ///Player Experience///

    >Player Motivation<

    Players should ideally be motivated to explore the dynamic, colourful Forest, Mindscape & Emotional Domains to progress the narritive.

    Players should feel awe and intrigue in the visually metaphoric environments. They should also feel the heartbreak and struggles of the narritive’s conflict .

    >Player Journey<

    Onboarding

    The player should experience the conflict between the protagonist and their loved one so it may immerse them. They should then be lead into the Forest & Mindscape, wherein they’re lead towards a part of it where an emotion can be seen affecting the visuals of said section of forest.

    Midgame

    Reaching a revelation on an emotion (collecting an item) will progress the story as the player will confront their loved one with new-found wisdom & understanding

    End

    This will continue until all revelations have been reached (collected), wherein the protagonist will be able to reconcile & resolve their conflict with their loved one.

    ///Structure & Progression///

    >Level & Stage Overview<

    >Onboarding & Difficulty<

    The game should be extremely easy with not much in terms of difficulty. The controls should be inferable & intuitive by the player as they consist of basic movement and an interaction button found in many other games.

    ///Core Gameplay///

    >Core Loop<

    >Mechanics<

    -Basic Interaction System-

    For interacting/inspecting elements of the environment made interactive (like for ex. a lake where you can peer over to self-reflect and find a connection). Also for interacting with NPC characters. Should be just one button.

    -Simple Movement-

    Movement in all directions horizontally and a jump ability for verticle traversal.

    -Minimal UI/HUD-

    Due to the mentioned inferable & intuitive controls, little to no UI nor HUD should be required.

    -One Off Gimmicks-

    For making Emotional Domains more interesting. The gimmick should correspond to the given Emotion’s themes and tone (like for ex. firey obstacles for the Emotional Domain of Anger)

    >System<

    Progression

    Reaching Revelations about an Emotion in the Player’s (Protagonist’s) self-reflection, which upon collection, allow for a unique confrontational dialogue with the Loved One based on the Player’s new-found wisdom & understand of said Emotion.

    Each unique dialogue ends with their respective, unique rejections from the Loved One. From these dialogues, although the Loved One’s immediate reaction is that of rejection, the confrontations still accumulate in the Loved One’s mind.

    This culminates until the Player Reaches a Revelation in all Emotions within the forest, wherein the Loved One finally understands the Player, they reconcile & the game ends.

    Narritive Structure

    Both Linear & Non-Linear structures could work as both have their ups & downs. Linear may be better for the Narritive as the unique confrontational dialogues can be written with the previous & next one in mind. Non-Linear would allow for more Player Agency & Freedom at the cost of all confrontational dialogues having no Narritive Order and thus having to be written independant of one another.

    ///Narritive & World///

    >Story Premise<

    A conflict between our Protagonist (player) and their Loved One has arisen. The protagonist must find a way to make peace & reconcile with their loved one through self-reflection, delving into their Mindscape & Emotions to reflect upon their mistakes. Only through self-reflection & betterment can our protagonist confront and resolve this thorn in the relationship; only through endurance & fortitude can they drudge through the Rejections and heartbreak, and reach through to their Loved One to reconcile.

    By walking through the Forest, the Protagonist metaphorically delves into their psyche, which manifests as the Mindscape & Emotional Domains. Among these Domains include Anger, Fear, Isolation/Emptiness, Self-Centeredness, Self-Deprecation etc.

    >Worldbuilding<

    Setting

    It is something of a contemporary fantasy. Although based in a ambiguously modern world, the protagonist ventures into the fantastical realm of the Mindscape & Emotional Domains for self-reflection & betterment.

    Themes

    • Emotional clouding of judgement
    • The feasability of making peace and harmonry though perseverance
    • The importance of support from others in tough times
    • The balnce between humility, self care, tolerance & defiance.

    >Character & Roles<

    All characters are androgynous and speak vaguely so as to allow players to project their own life experiences into the story

    Key Characters

    • Protagonist – The Player controlled character, acting as the main driving force of the story. They do not speak and have a vaguely worded struggle so as to allow for the players to insert their own struggles into the story.
    • Loved One – An antagonist who the player must try to reconcile with through wisdom and revelations gained in their self-reflection. The Loved One’s rejection is the primary driving force for the Protagonist’s proaction. Although the Loved One cares for the Protagonist, they are also rigid and reactionary. They consider the words of the Protagonist, yet they do not actively try to resolve the conflict, instead choosing to ignore and stand their ground, at least until they finally reconcile with the Protagonist after many confrontational dialogues.
    • (Lasting Impact of) Supportive Friends – Supporting allies who the player encounters in their journey. They are here to emphasise the importance of allowing others into your life, even in your darkest moments. Their presence in the Mindscape & Emotional Domains is meant to represent the lasting, positive impact having supportive friends has on people even when they’re separated.

    >Example Scenario<

    Rejected by their Loved One again after confrontation, the player must delve deeper into self-reflection and reach a new revelation about their emotions. The player leaves the Homestead and treks into the vast Forest-Mindscape to search for connections which may lead them to reach a newly uncovered Emotion’s Domain within their psyche.

    They peer into a pond, wherein their reflection unveils a connection towards a segment of wicked forest: the emotion of anger. The player, within the Domain of Anger, has their perception twisted and altered, static trees grow spikes and jagged edges. The sky shifts red and bark a void like darkness. Plants once swaying gracefully thrash and flail in a tantrum, forcing the player to avoid them (Gimmick). The player sees their character’s demeanor rageful; the Protagonist’s face twitching and body crouched, taking furious heavy steps. Even the character model twists into a spiky mess, its colours reflecting anger and rage.

    In the distance however the player sees a point of bright, glowing yellow, defiantly contrasting the red hellscape. And upon closer inspection the Protagonist realises this point is a friend! Or rather, a lingering ghost of the friend who isn’t really here. Interacting with the friendly figure, they converse with the Player and calms the protagonist. Now thee infectious yellow scheme has been imparted onto the player character, making two who defy Anger itself. With this regained clarity thanks to their support, the Player gains another connection, and follows it deeper into the Domain of Anger. They will only stop until they breach the Heart of Anger, conquer it and reach a Revelation.

    ///Art Bible///

    >Reference Images<

    Emphasis on Colour Psychology & Contrasts, with others being inspiration for my character designs

    >Style Guide<

    • All characters (somewhat) androgynous for players to project them & their experiences onto
    • Cell Shaded flat look
    • Dynamically Vibrant or Achromatic
    • Use of Colour Psychology, Shape Theory & Scale/Proportion
    • Cute, Cartoony characters, the environment can and should be the opposite at times, that being harsh, bleak etc.

    >Character & Environment Sketches<

    Ideas for design of Loved One & Supportive Friends for the two rightwards pictures
    Protagonist Self-Reflecting (Could be a connection in-game)
    Protagonist in & affected by the Emotional Domain of Anger

    ///Sound Design///

    >Mood & Tone (Varied)<

    -Anchors Players into the Mindscape’s variety of fantastical Emotional Domains that is the Protagonist’s internal psyche-

    For example:

    • Powerful yet unorganised to anchor the emotion: Anger
    • Chaotic to anchor the quality: Irrationality
    • Somber & Meek to represent the quality: Self-Deprecation
    • Tense & shaky to represent the emotion: Fear

    -Informs Players of the developing situation in confrontational dialogues through Mood & Tone shifts-

    For example:

    • Conveys the idea of ‘Common Ground’ through harmonising melodies
    • Conveys the inverse of ‘Lack of Common Ground’ through incoherent, chaotic sounds
    • Conveys frustration through heavy sounds
    • Conveys indifference through lack of sounds

    >References<

    Gris

    The powerful yet somber vocals + classical music is very touching. It helps anchors the player into the reality of the character. Its ability to get intense and very emotional would be valuablein informing Players of the situation they’re in.

    ///Technical & Production Notes///

    >Tools & Engine<

    Unity or anything better should do.

    >Platform Constraints<

    Questionable mobile compatability due to hardware’s questional handling of visuals vital to the game. PC & Console shouldn’t have any issues.

  • Game Research & Analysis

    For research & analysis, I looked into the games ‘The Stillness of the Wind’, ‘Gris’ & ‘Journey’. I personally only played Gris & Journey, opting to watch letsplays & reviews of the other.

    Some points here are paraphrased from reviews which I agree with.

    /// The Stillness of the Wind ///

    This top-down farming simulation game is about the daily life of an elderly woman in the countryside, who’s prime both familially and physically are in her past. Her once large family have all left for various reasons, leaving her alone.

    Points paraphrased from Rambling Reviews Chill Indie Game Review & BBC The Social Gaming

    • Lighting alternates between warm & cold colours (colour psychology), expressing the duality of protagonist’s situation
    • Gameplay and story invokes thoughts about life, and subsequently self-reflection (A core part of my game’s narritive)
    • Gameplay mechanics cause feelings of powerlessness as the protagonist ‘ages’ and days get shorter gameplay wise.
    • Peaceful atmosphere thru ambience

    /// Journey ///

    This 3D adventure art game is about the journey of a pilgrim travelling to the peak of a mountain and the struggles they face along the way.

    Some points paraphrased from Table 53 & Jacobs, B

    • Immerses the player thru minimal & dynamic musical scores which complement gameplay
    • Intuitively convinces the player where to go (level design)
    • Scale causes player to feel small yet still connected to world thru interactivity
    • Gameplay mechanics designed by subtraction: extraneous elements trimmed or automated
    • Gameplay elements gradually granted to keep gameplay fresh
    • Engages player thru visual & auditory methods excluding exposition (show don’t tell)
    • Contrasts lively, warm environments with cold, desaturated ones (colour psychology + gameplay mechanics’ influence)
    • Game metaphorically and literally puts player thru ups and downs: game transitions from flat to verticle environments when tragedy strikes
    • Allegory for the stages of life, reflecting each stages’ emotions attributed

    Personally, I couldn’t get through this game. Its gameplay lacks complexity to keep me engaged, I feel the ‘trimmed and automated’ nature of the movement, like for ex. the lack of ability to jump actually hinders it a bit. The visuals are nice but they’re nowhere near as engaging as Gris’ visuals or even musical score.

    /// Gris ///

    This 2D platform adventure game is about someone empty (of colour) discovering emotions (colours), these colours change visuals design and gameplay.

    Some points paraphrased from Video Game Animation Study & Gris Psychological Analysis

    • Animation is at a lower 12-24 frame rate compared to camera whichis at 60 frames
    • The dress the player character wears is an extremely fluid silhouette which doubles as a visual indicator for player abilities.
    • Even on the player character, the animation looping varies due to two parts having seperate looping speeds, making it feel more natural
    • ‘Further/closer by perspective objects’ blur when you move
    • Steady introduction of new mechanics keeps game fresh
    • The ‘accumulation of colours/emotions’ is an amazing indicator of progression & character growth
    • Each colour collected represents a stage of grief: Denial – Anger – Bargaining – Depression – Acceptance
    • White/Denial may be processing the world after shock, taking the 1st painful steps forward despite feeling loss & disconnected – Colour Psychology?
    • Red/Anger may be
    • Emotional regression may be represented by winding back progress (colour) – Grief may not be a linear progress – Remaining elements (colours) from previous segments can represent healing being gradual and multifaceted
    • Aid from companions may represent external support, Gris can only finish the game by accepting the help of others, symbolising how you can only heal and recover with the help of others
    • Gris can only sing once she has reached acceptance, she fails to sing before
    • Metaphors of comtemplation & self-reflection present thruout the game
    • Blue/Depression is overcome with help from Pink Turtle allowing Gris to dive deeper (into herself), Pink can represent love in Colour Psychology
    • Appectance represented with harmony of colours, with additions of pink & yellow being present
    • Upside-down world may represent disorientation & uncertainty of embracing a life after tragedy
    • Gris continuiously confronts the monster, may represent that grief isnt a linear progress and that it evolves despite progression
    • Setbacks are a natural part of the process of grief

    I love the design of the ink monster antagonist! It being a pitch black entity contrasts with everything in the game. For a game where you goal is to restore as many colours as possible, the monster is a great foil to the player who restores lively colours to a once desaturated world! Its pitch black forms and ghostly white eyes are a perfect visual counter to literally everything else as it’s complete and utterly desaturated.

    The soundtrack and especially the vocals are so powerful! It’s simutaniously both touching and bone chilling

  • Inspiration

    Conceptual Inspiration

    My own personal life experience about confrontation and rejection by loved ones motivated me to delve into this subject.

    Games and other media which explore emotions in a visual and metaphoric way heavily inspires me as they manage to visualise something which is not physical in any way.

    ex. Spiderverse gwen hoby, star wars mustafar

    Facial expressions & body language are realistic forms of visual, emotional communication, however they are limited and often subtle. The intensity which media can dial this communication up is what I’m interested in. Media such as video games offers the opportunity to intensify such emotional expression thru a variety of methods, one of which I’ve learnt this semester being colour theory.

    Mindmap

    Character Inspiration

    A common habit of mine when I’m in my darkest moments in life is to watch media for younger audiences. The simple and unilaterally positive tone they possess are able to lift me out of dispair and cheer me up. This is why I’ve elected to go for a cute-ish art style for my characters.

  • Making a Helldivers Stormtrooper Crossover

    I first started with sketches of this idea of aesthetically redesigning a stormtrooper for Helldivers 2 with these sketches

    I realised to make it look more helldivers, I should redesign it more angularly, with many layers to make it look more industrial. Looking back, I did heed this observation, but not to an extent which I should’ve, looking back.

    I also decided to just tackle the helmet for the time being.

    Afterwards I made rough 2D illustrations of what I wanted it to like from the front, side and back.

    I used these 2D illustrations as an outline by putting them in Blender and using them as an overlay when I modelled.

    This is my first time using Substance 3D Painter, and it proved not as complicated to get used to. I had previously used Blender to texture my models, and I still did to prepare this one for Substance Painter. SPainter was able to really enhance my model, and its export settings were invaluable for my importation of this model into Helldivers 2 via a blender addon public modding tool.

    I learnt a lot about how games compact different texture maps of a model into a single image. SPainter helped a lot in getting the specific channeled maps I needed to be imported into Helldivers 2 (and Kamilla thx). I then used the image editors Photoshop and Gimp to merge these channel maps into usable texture maps importable into Helldivers 2. Gimp proved to have more useful capabilities than photoshop in this aspect.

    After importing my textured helmet into Helldivers 2, I realised I kinda designed it wrong. I designed it without considering how small it would appear in the game. While modelling it, the helmet would take up my entire screen and so I modeled and textured it according to such scale. I should’ve exaggerated many details so they may appear more visibly to a player.

    I alleviated this problem slightly through use of emissive (glowing) elements to highlight details which were unobvious to a player’s perspective, that being heatsinks I modelled at the bottom. Unfortunately other details I had modelled at the bottom part of the helmet could not receive the same treatment, so they remain largely unobservable.

    Overall I am quite satisfied with this helmet I made. I might make some more altercations in the future, and maybe even a body.

    -November

    I have started to redo the helmet, starting off by pulling an older save of it which did not have any modifiers applied yet. This time my goals are to take into acccount the scale at which Helldivers 2 players will see this helmet at, which is at this scale.

    I have started off by adjusting the size of details which were not visible to Players in the previous iteration such as the ears and chin. I have also added some new details to it alongside making it more anatomically correct.