Game Art - Exercises, Project 1 - Character Design and World Creation

Week 4-7
Jessica Tjoe / 0361482
Game art/ BDCM/ Institute of Innovation and Technology
Exercises and Project 1 - Character Design and world creation 


Instructions

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Exercises: World Creation

We were tasked with creating a mood board and sketches of how the world will look. I am not particularly fond of that so I'd rather take the explanation approach. 


Time/Era

The game is set in the in universe version of the modern day mixed slightly with a futuristic touch. My DLC uses the same Era setting as the main game just in a different location.

Ambiance/ mood

While the main game focuses on the night streets of vinyl city, the DLC takes place outside the city, what was initially going to be 3 locations was narrowed down into 1. Garasumachi A town outside Vinyl city, the town is inspired by Visual Kei a sub-genre of rock that is very popular in japan. The town is comprised of costume shops, concert halls, prop stores, music shops, etc. It gives off a haunted atmosphere like a ghost town, due to the death of one of their greatest musicians.

Culture

Visual Kei (ビジュアル系) is a movement among Japanese musical artists with influences based in Glam Rock, Goth, Punk and traditional Japanese clothing. Female visual kei fans are referred to as "bangya" (バンギャ), a shortened form of the English phrase "band girl." -(Aesthetics wiki). A sub-culture that started in the 80s heavily influenced by early 80s Japanese Goth rock and Post-Punk bands in its visuals (particularly bands like Auto-Mod, Madame Edwarda, Phaidia, and Die Zibet).

Ecosystem

The location in question is inspired by the peak of the visual Kei genre in the early 2000s. It is inspired by the Shibuya crossing and revolves among the underground/ indie concert scene popular with the youth’s of Japan. Garasumachi however is also part ghost town as a curse has driven out most of the youths from the town, leaving only a few of them left. The rumor that the better you get the more likely you will have an on stage death is quite strong

Geolocation

As stated previously, Garasumachi is a semi abandoned city. Think of it like Shibuya if no one lived in it. What was once a bustling city full of youth there to experience rock/punk culture is now empty except for a few shops here and there.

Architecture

The streets of Garasumachi is filled with concert venues, boutiques, music shops. The narrow alleyways are often flooded with wisps causing the place to feel like a maze sometimes. The most notable place is an underground club called “Pollux” where one of their brightest stars met her end.

Genre: Action, Rhythm, Combat

Target Audience: The Target audience for this DLC is music fans. Specifically fans of Visual Kei. Alice is a ghost designed for this genre.

Theme

The theme of the character is death. Other than the genre being visual kei which is the main inspiration, Alice herself dies on stage and remains in the concert hall as a ghost. Her cuffs having chains on her symbolize the fact that she cannot move on. Her skull on her waist was something she has a fascination with when she was alive, it was also a gift from her band on her birthday. They all symbolize death and the feeling of unable to move on in some way.

Hierarchy

The Hierarchy of Garasumachi is similar to the rest of the game. The Greater a musician you are, the better facilities you have access to.

Transport

It takes 3 hours to get to Garasumachi by foot. You are better off riding the train, despite the foggy station and the rusty railways. It takes 30 minutes but be sure that you don’t stay on the train for more that 5 minutes after leaving the station, Its not a guaranteed that you’ll be seen again.




Project 1 - Concept Art

In the end the one game that I decide to work on is No Straight roads. This is due to the stylish art style and the experimentation that I could do with the characters. I wanted to flesh out their characters more and the dynamics they would have with one another. I refined the characters from their static from views to more dynamic 3/4 views. 

Figure 1.0: Character Refinement 3/4 view

Variations

I tried 4 variations for each a character but ended up going for 2 charcaters whom I’ve named Nico and Alice. Nico in this case just has different aspects to his design changed, as for Alice however I tried 4 different themes on her.
Figure 1.1: Nico Variations

 The first being the default lightning, since she died by electrocution when the light fell on her. The second was a card theme rather a spade, the third was candy princess, though I feel like that one specifically would be a skin. And the last one is a uniform, which despite its punk aesthetic is quite common in v-kei fashion. I ended up going with the first, because honestly, you can’t beat the original.


Figure 1.2: Alice Variations



Figure 1.4: Alice's Rough colour variations and idle 

Figure 1.4: Alice's Colour variations 2nd draft



Battle Arena

Figure 1.3: Battle Arena Concept art/Thumbnails

The arenas Are designed with the characters play style in mind and how would they fight against the protagonists Mayday and Zuke. The cottage would be a tutorial level with Nico introducing you to the new mechanics in the DLC. 

 Alice’s concert hall inside of club Pollux would be where you’d have to fight against the first boss in game. She sends ghosts after the player and can shoot electricity from any angle, in order to complete the level players have to disarm the electric barriers to deal damage. 

But beware she can send you back via sound waves of her guitar. Lastly we have the theater’s battle where the players go inside the character as the character themselves is the stage for battle. Players will have to destroy the puppets in order to get to the electric boxes in order to activate the transport mechanic and take the fight to the top.


Expression Sheet

Figure 1.6: Alice's Expression sheet

I gave her 6 expressions that showcase what her personality is like. She was a very expressive person when she was alive and still continues to be. Alice's ears express a lot and is a core part of her character.  


Weapons 

Figure 1.7: Weapon's design

I had 2 ideas in mind going into this. The first was to highlight her ability to manipulate electricity. and the other one was based on the elements that made her a goat. Why a goat? Alice is a goat because it made her look like a demon in someway. Goats are somewhat linked to evil and sin and I felt like it would suit her ghost aspect a lot more. In a world that is filled to the brim with weird and wacky characters, where you could have screen heads, people that can grow as large as trees and cage you in one, a virtual mermaid idol mech piloted by four kids, and whatever DJ Subatomic supernova is, I felt like its not too out of the circle.  

Silhouettes studies and comparison

Figure 1.8: Silhouette studies of boss and minions

In her level design there are 3 kinds of ghosts that are obstacles that stop you from getting to your goal. The first one are the blob ghosts. They just block the players from getting to their destination. If you defeat all the blob ghosts then the second type appears which are the bell ghosts who appear not only to block the player but they also tell Alice the player's location so she can strike them with lightning, unlike before where the lightning strikes were random. The last type of ghost are sheet ghosts, they are harder to defeat due to increase speed but there are quite few of them. They also block the player's sight for 2 seconds. These ghosts are Alice's friends after she died and keep her company, especially the blob ghosts who are known to be friendly and act like puppies around her. 


Turn Arounds

Figure 1.9: Alice turn arounds_Default

Figure 2.0: Alice turn arounds_Jacket ver.

I was advised to give her a jacket to see how it would function by my lecturer. Her design was initially very plain that being the so the jacket was in place to improve the design. I also wanted her base design to stand out so I gave her more elements to it. First I lightened up her skin tone to make it more vibrant to match the game's over all vibe, next I gave her the skull she wears on her waist, gave her a 4th ripped player to giver her a more interesting silhouette than that of an upside-down flower and to signify, yes, she is a ghost. I gave her the chain cuffs at the end of her fish-net gloves once again to bring home the ghost motif but also to symbolize that she is bound to the place she died for all eternity, or until someone finds her stolen guitar, or exorcises her.



Feedback

General: The base is there, now you just have to make it interesting. 

Personal: Take a look at the game and compare it to yours. You'll see the game is more vibrant in color. 
         


Reflection

Findings
I found when creating the characters was that I can't do all three during this semester. And I learned a lot more about my favorite music genre more than anything this sem.  

Observation 
From what I saw most students were still putting together their character concepts during this time. I get that it was probably harder for them since some of them were taking 3 specializations, but I feel like the concepts could have been more better for a lot of students. 

Experience
Working on this module this semester was honestly the most therapeutic thing I could get during the whole semester. I actually looked forward to classes this time around and I had the time to work on it. I loved working on this module and everything that comes with it. My only regret was not being able to finish the full concept for the dlc, due to working on the 3D model non-stop. 

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