GAME ART [ EXERCISES ]

   25.09.24 - 26.11.24 / Week 1 - Week 10

Kim Abin 0365392
Bachelor of Design (Hons) in Creative Media / GAME ART / Taylor's University
Exercise



OUTLINE

Instruction

Feedback

  • WEEK 3
  • WEEK 4
  • WEEK 5
  • WEEK 6
  • WEEK 7
  • WEEK 9

Reflection

Quick Links



    INSTRUCTION



    Module Information Booklet (MIB) of Game Art

    <iframe src="https://drive.google.com/file/d/1tJZF7WoS3oLTnOOMEDWaMrXM9ZEQS61g/preview" width="640" height="480" allow="autoplay"></iframe>



    Exercise

    The first task was to choose a game and design elements such as characters and environments for it. Since I don’t play games often, I decided to pick Hades, a game my lecturer had mentioned. After seeing the characters with their Greek-inspired art style, I thought it would be interesting to dress them in traditional Korean attire.


    Fig. 1.1 Process (Week 2 / 5.10.2024)


    Fig. 1.2 W2 Exercise (Week 2 / 5.10.2024)


    After receiving feedback, I tried to make the characters' body shapes as unique and fresh as possible. Zagreus remained in human form, while I wanted to incorporate animal features into Dionysus and Artemis. For Dionysus, who is often associated with tigers, I gave him tiger-like arms and legs. Artemis, frequently linked to deer, had her lower body transformed with deer legs.


    Fig. 1.3 Process (Week 3 / 13.10.2024)


    Fig. 1.4 Process (Week 3 / 13.10.2024)


    Fig. 1.5 W3 Exercise (Week 3 / 14.10.2024)


    Once the designs were more or less finalized, I focused on trying to emulate the art style of Hades. By closely studying the original art of each character, I aimed to replicate certain aspects of their faces and bodies as accurately as possible.


    Fig. 1.6 Process (Week 4 / 18-19.10.2024 )


    Fig. 1.7 W4 Exercise (Week 4 / 19.10.2024)


    I thought my work was somewhat similar, but the line style seemed to be the issue. So, I studied the art style of Hades more closely by examining the original illustrations. I noticed patterns in how some lines were thicker in certain areas while others were thinner, depending on the details.


    Fig. 1.8 Process (Week 5 / 26.10.2024)


    Fig. 1.9 Process (Week 5 / 26.10.2024)


    Fig. 1.10 W5 Exercise (Week 5 / 27.10.2024)


    Although I had a rough idea of the characters’ movements, expressing them was challenging since I hadn’t fully mastered anatomy. To address this, I simplified complex or unnecessary parts of the characters to focus on clearly conveying their movements. For Artemis, her deer-like anatomy proved particularly difficult, so I decided to prioritize emphasizing her movement over perfecting the details of her anatomy.


    Fig. 1.11 Moodboard for Each Movement (Week 6 / 3.11.2024)


    Fig. 1.12 Process (Week 6 / 3.11.2024)


    Fig. 1.13 Movement of each character (Week 6 / 3.11.2024)


    I also had a rough idea for the environment that would serve as Artemis’s temple. My concept was to combine traditional Korean architectural elements, like tiled roofs, with Greek-style walls and columns. Since it’s Artemis’s temple, I thought it would be best to incorporate as much green and blue as possible, surrounding the temple with grass or water.


    Fig. 1.14 Moodboard for Environment (Week 8 / 10.11.2024)


    Fig. 1.15 Environment Sketch 01 (Week 8-9 / 10-12.11.2024)


    I was advised to broaden the view and include the exterior as well, so I expanded the canvas and designed the transition area leading from the outside into the temple. Considering Artemis is related to Poseidon as a cousin, I thought incorporating water elements would be a good idea, so I added a waterfall feature.


    Fig. 1.16 Process (Week 9 / 23-24.11.2024)


    Fig. 1.17 Environment Sketch 02 (Week 9 / 24.11.2024)


    Fig. 1.18 Value Study (Week 10 / 25.11.2024)


    After finishing the environment, I added simple lighting and shadows to each character to highlight their movements. For Zagreus and Artemis, references aligned well with my artwork, so it wasn’t too challenging. However, I struggled with Dionysus’s shadow art style, as it was harder to interpret and apply effectively.


    Fig. 1.19 Pre-Final Exercise (Week 10 / 25.11.2024)


    Ultimately, I quickly tested whether my characters would fit into the Hades game background. I used a green, nature-inspired background that matched Artemis well and incorporated the original game’s font style and speech bubbles to maintain consistency.


    Fig. 1.20 Elements Used in Character Further Exploration (Week 10 / 26.11.2024)


    Fig. 1.21 Process (Week 10 / 26.11.2024)


    Fig. 1.22 Final Exercise Submission Form (Week 10 / 26.11.2024)



    Final Exercise: Word Creation


    Final Exercise



    FEEDBACK


    WEEK 3

    Specific Feedback: Consider modifying the body shape. When adding cultural elements, it's important to understand the meaning behind even the small details. Instead of choosing three environments, stick to just one. Keep it simple and straightforward, not too complicated. For now, focus on the character rather than the environment.

    General Feedback: It would also be a good idea to prepare more sketches.


    WEEK 4

    Specific Feedback: Sketch out all your designs to refine them. Consider using mobs as inspiration for one of your characters. Make the strokes and edges sharper to match the style of Hades.

    General Feedback: Study the art style of Hades to understand its requirements. Ensure the character design is well integrated with the environment. Overall, the work is progressing well.


    WEEK 5

    Specific Feedback: The weapon must be clearly visible, showing how it functions and what it does in detail. Pay close attention to anatomy, especially for Dionysus. While the tiger concept for the second character is good, the human anatomy needs improvement. Consider ideas like Thundercats’ Tygra for reference, and note that the feet do not need to be oversized.

    General Feedback: Provide as much information as possible to make the 3D design process smoother and justify the design choice. Maintaining key landmarks is crucial, with transitions between sharp and smooth forms being particularly important. For the environment and architecture, gather more references to ensure a cohesive and well-informed design.


    WEEK 6

    Specific Feedback: Focus on colouring the design to enhance its visual appeal. Incorporate action poses and detailed facial expressions to bring the character to life and convey its personality.

    General Feedback: Ensure the colours, actions, and facial expressions align with the overall design and theme, adding depth and energy to the character.


    WEEK 7

    Specific Feedback: Pay close attention to anatomy in the poses. For Artemis, ensure the deer legs follow accurate anatomy and experiment in Photoshop by pasting references and adjusting colours with subtle highlights. For Dionysus, consider how the legs will move in the pose, practice holding a staff in action, and clearly distinguish between male and female characteristics. Simplify the lines on the legs to 3 or 5 at most. For Zagreus, adjust the pose to reflect the weight of the sword, incorporating more curves if necessary to convey its heaviness.

    General Feedback: Work on drawing the environment to complement the characters and maintain harmony with the overall composition.


    WEEK 9

    Specific Feedback: Draw the character’s weapons separately to showcase their details and functionality. Extend and develop the environment further by adding more colours, elements, and specific details to refine it. Ensure the environment is tailored to fit the game’s style and consider how the arena will be entered. Plan if something dynamic should happen during the transition, like an action or cinematic moment, inspired by the concept.

    General Feedback: Focus on making the environment cohesive with the game and the characters. Ensure all elements are well-integrated and align with the overall concept and gameplay experience.



    REFLECTION


    Experience

    In the Game Art Exercise, I prepared several elements for the final assignment, the Art Bible. Everything was new to me, so I redesigned the game character, created the environment to match the character sheet, and thought about how the character would move within it.


    Observations

    While working on the assignment, I constantly felt that my skills and knowledge were lacking. Whenever I do something for the first time, my speed tends to drop significantly. The fear of making mistakes made me overly cautious, which affected both the speed and quality of my work.


    Findings

    Despite the assignment being full of mistakes, I enjoyed the process. There were challenging moments, but as I continued working, I realized I was actually enjoying myself. However, even though I tried to comfort myself with the idea that it was my first time, seeing the final submission made me feel a bit disappointed. I guess that’s something I can’t avoid.



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