Art Direction / Task 2
23/04/25 - 08/06/2025 / Week 1 - Week 7
Iman binti Kamarudin / 0364014
Art Direction / Bachelors of Design (Hons) in Creative Media
Iman binti Kamarudin / 0364014
Art Direction / Bachelors of Design (Hons) in Creative Media
Task 2
Week 5
Week 6
The references that I added were more eerie and had a desaturated colour
palette. I imagined the environment to be really foggy and moody. In terms
of character design, I liked the idea of having the proportions of the
characters be more lanky but still cartoon-ish. The UI/UX design could be
scrap paper for the button backgrounds.
LECTURE
Week 5
This week, we finally settled on what game we want to redesign; Fun Run 4.
We discussed how we could change it and decided to go for a horror theme.
From there, we each gathered our own references.
Settings & Influences
Determine the visual pillars in your production by looking at the central
theme of the game
Refer to the Genre-Style list
Lighting & Post-processing
Lighting and post-processing helps to give believable depth to the
environment design and encouraging immersion for the players
Ambient Lighting
Selections for the color palette will be driven by the ambient lighting
rather than the material color
To create the right mood for the player
UI/UX Color Palette
Avoid distracting high contrast but rather aim towards a comfortable
scheme that blends with the game, but clear enough to indicate
interactions for the players to take notice of
Game UI Design & Layout
Should be consistent in how players operates actions, interacts with
certain stuff
Colors and space should be unified
Character Design
Shape language is the key in designing characters, objects and
environments
Work with signature colours and size combinations
Value pattern (low and high contrast) help to create boundaries and
contrast helps to define shapes
Silhouette should be clearly identifiable at first glance
Week 6
This week we worked on our presentation slides and compiled references for
the environment, ambience, ui/ux and character design.
Week 7
This week we had our presentation for our proposal. After consulting we also
made rough sketches for the environment, UI/UX and character design to
include in the submission.
INSTRUCTIONS
TASK 2
Take an existing game and change the art direction into something new.
Could be a sequel or a completely new game.
- Only redesign the crucial screens
- Can expand on the lore of the game
Output Expectations:
- Environment Design
- Character Design
- Game UI/UX
Week 1 To-Do:
- Find a game to propose to your group
- Consider limitations for the group and feasibility of redesigning
- Suggested to choose something simple to make it look nicer
The game that I proposed to redesign was Fun Run 4. We ended up choosing
it as there was more potential and the workload wouldn't be too heavy. We
decided to flip the genre into horror and everyone compiled their own
references for the redesign.
Fig 1.1 - Fun Run 4 Analysis
Fig 1.2 - Compiled References
The idea was that the characters were kidnapped and forced to race eachother
for the entertainment of their captors and they only had scrap paper in
their 'holding place' (some kind of basement/room/dorm).
Fig 1.3 - Keywords, Environment and Story References
Fig 1.4 - Character Design, UI/UX References
Week 5 To-Do:
- Selected Game
- References
- Visual Direction
The team had a meeting to finalise our proposal idea and worked on our
slides for our presentation. We also decided on which aspect of the
redesign we wanted to work on and delegated our tasks according to that.
Fig 1.5 - Team Delegation
Since the idea we were leaning on were about teenagers being kidnapped, I chose to find references for more rugged/scrapped UI/UX design. In my head, I was imagining that the characters only had paper and pencils in their confinement and it would fit the theme more than if the UI was very polished and clean.
FINAL
Fig 2.1 - Final Proposal Slides
REFLECTION
Overall, this task was fine. I really like thinking about new storylines
or revamping existing games however it was a little difficult thinking
about the rational logic behind the characters and setting. In terms of my
experience with the team, it was alright. I do wish that there was more
communication from the other members during meetings and whether or not
they would be showing up for said meetings but alas, that is just how life
is sometimes.
Brainstorming was really fun for me and I was really excited to work on a
mature and dark theme. I'm going to be honest and say that I was a little stumped in terms of the UI design since it was meant to be a sort of gothic/victorian theme but our characters weren't posh or very cleaned up as they're meant to be captives.
Aside from the obvious issues of working in a group, the task went pretty well!
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