Real Worlds - Project Overview and Evaluation
Real Worlds - Project Overview and Evaluation
Part 1: Character Creation
For the first part of this project, we started by creating multiple blogs - for scheduling, for research and others for our character art. We were also introduced to the fact that we were working with a client for this project. Overall, my initial impression was that this project was a lot more organised, and we in turn had to maintain a good level of organisation, scheduling and time management to stay on track.
For this project, we had to create a game idea for an existing IP, and were going to design characters and environments based off of that IP.
We chose two different factions to work with for character designs, within the given IP. The IP itself was Deadzone by Mantic Games, and I picked Forge Fathers and Matsudan. These were two different factions, with two completely character designs and body types. I really liked this, having to experiment with different types of shape language, colours, and anatomy to create the characters. I wish I had done more at this experimentation phase, but I was still happy with my design sheets at this point. I also organised them properly, since the client meeting was coming up at this point in time.
Post client meeting, I asked for feedback regarding my character designs, which I received, and used to create orthographic views for my characters, as well as the final illustrations. I really enjoyed this first part of the project, and felt like my character design skills improved overall. I think it massively improved my time management and scheduling too.
Part 2: Environment Creation
For the next part of the project, we had to develop an environment and some street furniture for that environment. The challenges here for me stemmed from two things - the fact that the environment had to capture your game, not your specific factions (although you still had to use them in some way), and the fact that it was environments in the same place, especially having to develop a 3D blockout of one. One of my strengths in this phase was being able to work at a very fast pace, and I felt I developed some of my best environment work despite how fast I was working. I also massively improved in the second part on feedback, iteration and experimentation pre-final assets.
Closing thoughts:
In hindsight, I think I regret not doing more experimentation with the character phase, as well as more visual research for the faction specific buildings and architecture if there was any more. Despite this, I am really happy with my final assets, I feel much better about scheduling and working to deliver specific assets in a given timeframe, and much more confident about IP related creations.
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