top of page
Idea Generation

To start my design phase, I am going to consolidate what I learnt from my research and the things I wanted to include into three game ideas. Looking back at my research, I have said the features I want to include in my game are: overgrown and natural environments (especially urban areas) , a well thought out world, unique and possibly magical ecosystems, characters and the environment being intertwined, a female centered story, an apocalypse event, potential mentions of technology, fun enemy or ecosystem design and a bright and vibrant art style. I find that these features are able to link back to my overall theme of renewal but have been able to help me narrow down the theme into an apocalypse story. For each of my ideas, I am going to try and include a mix of these features to create different narratives and different game play styles, since I also have to think about game design and audience analysis here. In this idea generation section, I plan for each of my ideas to have a mood board, a few pages of initial sketches, a short narrative and game play summary and some mini audience analysis.

​

​

​

Idea One

Synopsis:

My first idea is an action adventure game where you play as the protagonist and her group of friends in a long destroyed, but peaceful and overgrown world. The story would take place hundreds of years after an unknown apocalyptic event that left the world's ecosystem changed, with visuals like old bodies turning into plants, animals that have evolved in weird ways and new plant species. The group you follow would go on journeys into the old overgrown city and discover that the bodies that have been left behind have started returning to life as new plant humanoids that could potentially threaten the world again. In regards to game play, I want the story to be centered around a group of characters, so I have the idea that it will be played in one of three ways: turn based combat where you get to play as every character, you choose who from the group you play as at the start of the game or I pick one character to be the protagonist and the others are in more support roles. I imagine the story to change based on your choices and how you deal with the changing world, so there would be more or less fighting depending on your actions but there would still be battles against some of the weird creatures in the world. For this game, I would want the art to be very bright and beautiful with a mix of populated new settlements that the party comes from and the abandoned old cities that look like modern architecture. I also want there to be focus on the relationships between you and the other people in the group depending on choices made and where the story goes. I definitely think if I choose this option that I will need to flesh out more details as I have more of a look for the game than a narrative in my head currently, but making my mood board above has also given me some good ideas. 

​

Mini Audience Analysis:

  • Primary Audience - Players who are fans of fantasy and RPGs. I want this game to incorporate the fantasy and magical details I love to use as well as the apocalypse genre. I plan for there to be focus on character and for each member of the party to have different abilities that incorporate these fantasy elements. The world is also filled with weird and unnatural phenomena that mimics that of other fantasy games. 

  • Secondary Audience - Players who appreciate female characters and almost girly elements. If I choose this game, I plan for the whole group to be girls and to be unapologetically feminine characters, who have a mix of traits and interests. I think people who appreciate female characters being portrayed like regular people would appreciate this, especially as there would be no main male characters. 

  • Niche Audience - Players who like apocalypse games. While the apocalypse is a part of this game's story, it is more just a world building set up to inform the environment and changes in the world so I think this would be more niche than anything else.

  • Player Profiles - I think this game would be best for the explorer profile, as I want to mainly focus on story, adventure and world building. Although it will also include lots of fights and ways to build our characters so it could appeal to the fighter profile too.

​

Initial Sketches:

For these initial sketches, I wanted to give myself a short timer to complete them as I find that I often spend too long focusing on details I don't need, so I gave myself 15 minutes to complete this page. I also find that my sketchbook pages are a bit bland, with just pencil on white paper, so I wanted to include some more colours and mediums. For this I used alcohol markers, coloured pencils and post-its that were all yellow to blue. I did some quick portraits of plant girls, some motifs, plants and a very fast skyline as I ran out of time. If I could add more detail to this, I think I would add some more varied colours to the flowers as well as doing some sketches of the human characters.

Idea Two

Synopsis:

This second idea is an exploration focused game that has you playing as a scientist trying to restore the world after nuclear fallout. The protagonist works inside a lab within a safe and lush dome, but her job is to send out robots you can control and see through to help expand this safe area and replant the world. The game play would be mostly relaxing and focused on design and expansion, as you would get to choose what areas you clean and how the safe zone grows to look. You will also have to spend time taking care of your robots and repairing them after they face the elements. For the art of this game, there would be contrast between the outside areas and the inside due to the mix of desolate and thriving landscapes, so I would need some bright areas and some empty ones, or I would include radioactive looking colours in these zones. I would like there to be a narrative going throughout as you expand but at the moment I am not completely sure what this would be. The initial idea I have is that you are working for someone who wants you to clean up the world but there is some sort of conflict there. Again, this idea will definitely need some clarification but I like the visuals of the expanding nature and varied robot designs with different purposes and looks.​

​

Mini Audience Analysis:

  • Primary Audience - Fans of casual and explorative games. This game concept reminds me of other games I’ve researched for previous projects like slime rancher, which are largely relaxing games with a focus on collection and growth, so I think this audience would be most drawn to my game.

  • Secondary Audience - Fans of sci-fi themes. Due to the science and robotic elements in the game, I think people who like games with robots, experiments and futuristic aesthetics would be drawn to the game next.

  • Niche Audience - Players who like resource management and planning games. Since you need to pick the best robot for the job and manage your supplies, I think those who like strategy games would be interested in the game. Although since the game play isn’t supposed to be that stressful, the management wouldn’t require too much planning which is why I think it is more niche. 

  • Player Profiles - This would definitely best suit the explorer profile, as the whole point of the game would be to explore the world and look into all the different environments, finding the best ways to fix them.

​

Initial Sketches:

Again, I gave myself a timer and did some 15 minute sketches, this time also using paint pens. Here I sketched out a little robot by a toxic lake, a overgrown robot body, some scientist poses and bubbles to fill the gaps. I tried a more simplistic style for the scientist design here as to match the more cutesy and simple style of the game itself and I actually quite liked it, especially since it made the posing and side profiles quick and easy. I definitely could've spent more time on those bubbles though, at least making them more colourful. 

Idea Three

My final game idea is more focused on the apocalypse tropes and moving away from the bright art style of the others so that I have some more varied ideas. The narrative would focus on the protagonist just as a zombie apocalypse broke out and the race to dealing with it. I made this mood board but found while I was making it that this wasn’t what I wanted to do. It didn’t really reflect my research and the more edgy tone isn’t really what I want to go for. I also found that by just focusing on the apocalypse tropes and a zombie apocalypse, it didn’t actually really tie into the renewal theme overall, especially as I planned to set it just after an apocalypse, as there would barely even be any overgrown landscapes. I think here I got caught up in wanting to make a completely new idea rather than focusing on the things I actually liked and wanted to include. I am still going to do a mini audience analysis since I think it could be helpful to find different categories of people, but I am just going to move on from this idea and focus on deciding between the previous two afterwards and not go ahead with sketches.

​

Mini Audience Analysis:​

  • Primary Audience - Fans of apocalypse games. The main plot of this is an apocalypse breaking out, meaning it would be perfect for fans of the genre as it would be more gritty, dark and about survival. 

  • Secondary Audience - Fans of monsters. This game idea would have lots of classic monsters and zombie type creatures, that would draw in anyone who likes games where their enemy is something inhuman and gross. They would have a mixture of abilities and players would have the ability to form a bestiary if they want.. 

  • Niche Audience - Fans of abandoned environments. This game would have the classic abandoned and destroyed apocalypse look, with this just starting to grow over, so people who like this empty aesthetic could be drawn to the game

  • Player Profiles - This would likely best suit the fighter profile because of the tense and battle filled world that the game takes place in. You have to focus on survival so fighters would thrive in finding ways to make themselves last.

​

Now I have come up with these game options and reflected on them with the audience analysis and sketches, I have decided I want to go deeper into my first idea, the party-based adventure game. I want to go into making a narrative treatment sheet and a game design document, so that I can have a clear direction for any further designs, but I clearly need to think about this plot more first before solidifying any ideas. My plan for dealing with this is to make a big mind map with all my ideas I have and then take this and connect all the points together into a game that makes sense. I am still open and willing to go back and change some of these things as I design too, but to mostly avoid this I will try and put some visual descriptions into the mind map as well.

Idea Generation
Narrative and Game Design
Narrative and Game Design
mind map_edited.jpg

To expand on my ideas from my explorations, I created this mind map where I just dumped all the ideas I had for my game. I made categories for game design, settings, characters and narrative as well as noting down any ideas for the game name and design work I could make. With this, I decided that my game will follow the protagonist who you play and act as in conversations, but since I want all of the party to be playable, the combat will be turn-based so you can use everyone's skills with ease. Also for characters, my plan is to have the protagonist and two friends who you start the game with, but as they venture into the city, you join forces with one of the plant people who becomes the fourth party member and unlocks more abilities.

 

To make these ideas more readable, I am next going to make my narrative treatment sheet that will explain the settings, characters and overall story line in more detail than I have done in my mind map. After that, I will focus on the game design itself by making a game design document and audience analysis. I want to be constantly reflecting back on my research, so I will make sure that in these sections I note down what research inspired that particular part.  

Treatment Sheet

​

Synopsis:​​

​

1000 years ago, an unknown apocalypse left the world abandoned and covered by mysterious plant-like mutations known by humans as The Growth. As this phenomenon seems to be becoming more sentient and spreading further, Hanna and her friends choose to venture from their hidden home to the nearby abandoned city to discover the meaning behind it all. Though as they explore the overgrown landscape, they are unprepared for the changes and realisations that await them in the city and in the stars.

​

Narrative Draft:

​

The story begins in The Grove, a self-sufficient human society built up of old pre-apocalypse cabins and new wooden structures. The area lays just outside an old city that is generally seen as off limits by the community in The Grove. Hanna, Yvonne and Esme are a group of friends who live in The Grove and are all currently preparing for their band's show that evening. Lately, the overgrown city's plants have been spreading towards the grove, with the vines specifically seeming to target the lanterns and lights that line the path from to the city, as well as ripping into the buildings people live in. While Hanna is out in a secluded zone painting a banner for the show, she spots a white cat with unnaturally piercing, starry eyes and flowers on its head, beckoning her with its glare. She decides to follow the cat, who leads her to the edge of the city and waits there as she hesitates to go any further; for now she turns back, wanting to get her friends before she goes on. Back at the show stage, Esme and Yvonne are prepping their instruments while Hanna begs them to follow the creature, telling them they should do go there since it could lead them to something cool to be scavenged. They tell her maybe after the show, if the cats still there. During her friends' performance, Hanna is able to ask around the crowd what they think of the city, with most saying they don't trust it after The Growth took over, allowing the player to learn more about the setting. After the show, Hanna leads them to where she last saw the cat, to see it still waiting there, staring. The other's are creeped out by this, Esme not wanting to break the rules and Yvonne just finding the whole thing ominous, but after some convincing they follow the cat into the city, hoping to maybe get some answers about why The Growth is coming for their home.

​

The city is a ruined and sprawling landscape, covered in bright greenery and colourful flowers that all look slightly off. In the outskirts, most things have been scavenged or caved in, with the natural elements looking more like the regular forest where The Grove is than anything weird. After following the cat through the outskirts, the group begin debating turning back, it is very late at night at this point and they don't want to get lost, as one of them lights a lantern so they can try and see the way home,. the cat transforms and grows into a beast that lunges for their light and tries to prevent them from turning back. Not knowing how to fight it off, the group takes cover in a nearby building, deciding to wait it out until sunrise in the hopes it would leave, with Esme and Yvonne getting angry and Hanna for leading them to this. Morning comes and the cat is gone, so the group decide to leave, but find themselves unnaturally disorientated, like they have forgotten the way home and the landscape has changed to block any path but one deeper into the city, so that is where they are forced to go. The city landscape actually quite frightening looking in places, with old remains from people who lived before its destruction, and more strange animals the group now don't dare to follow. Trees and metal jut out from human remains, but one particular example of this catches Hanna's eye, as the lichen and moss that have grown over it have formed an almost skin layer. Esme desperately asks Hanna not to touch it, but curiosity gets the better of her and she reaches out.

​

Upon her touch, the plant figures eyes open wide and a shock is sent up Hanna's arm, covering it in the same lichen and moss the girls skin is made of. This figure is Harlowe, who once was alive before the apocalypse but can't seem to remember anything of her life before, the only thing she feels is a strange hum inside, drawing her towards the centre of the city. As this happens, more plant beings circle in on the group and they must fight! This is the first fight where everyone uses their skills: Harlowe using plant magic in a mage class, Esme taking her guitar and using it as a heavy weapon as the tank, Yvonne using a makeshift wooden bow and Hanna using a mix of martial fighting and chaotic powers from her plant arm. After this fight, the party feels more assured of their ability to deal with the city, but they do wonder why Harlowe doesn't attack like the rest of them do. Both her and Hanna now feel the pulse to head deeper into the city, hoping it would give them a solution on how to get rid of The Growth spreading up her arm, find a way out of the city and maybe unlock some memories. As they continue on from the outskirts, more corrupted animals appear for them to battle. Harlowe finds that she subconsciously knows the way through the city but you are still given the option to explore other areas, where you might find new weapon upgrades and secret routes with side quests. As the group gets stronger, Hanna and Harlowe gain the ability to connect with the minds of The Growth's creatures, and learn they are expanding outwards to 'look for light'. This causes some memories for Harlowe, but she doesn't share it with the group for now.

​

As they learn this and reach the inner city, Esme and Yvonne start arguing they should turn back - if the creatures are expanding outward that means they could take The Grove and that puts their friends and family at risk. This devolves into a fight, where Esme and Yvonne argue that Hanna cares more about adventure and her new cool power than anything actually serious, they can't withstand as much fighting and danger as them and they didn't even want to come here in the first place, and that they barely know Harlowe but she has taken over their friendship. This results in the group splitting up, with Esme and Yvonne trying to find a way home and Hanna and Harlowe trying to press on. With them two heading deeper, they discover the core of the city, the centre of The Growth held under an old laboratory. The Core appears as a bright, star-like heart that all the roots in the city connect to, it is blinding and The Growth on their bodies is drawn to it. Struggling to resist its allure, the two pull back and run away. Meanwhile, the others start to try and navigate a way home, cutting through the thick layers of vine and moss. Yvonne starts to feel bad because of the argument, thinking it ended up becoming more petty and about jealousy rather than arguing to help others, but Esme is struggling to calm as she gets more frustrated trying to find a way through. They eventually give up, deciding they will turn back and meet the others and both realising that the whole group really has the same goals in the end, to deal with The Growth in one way or another. On their walk back, bright and colourful shooting stars colour the sky, and stardust falls around them, stopping them in their tracks. A bright star lands in between them both, it feels warm and inviting, a similar sensation the others described about the core of the city, so they take it in their bag and decide it is a sign to return back. As they meet back together, they are able to at least partially reconcile the argument and share all the information they've learnt. 

​

Feeling guilty as her and Hanna almost got trapped, Harlowe explains the truth: she was once an astronomy student, who was tutored by her professor - Ara - who took her on an excursion to see these colourful falling stars that only appear once every 1000 years, believing they could be a secret to infinite energy or life. They were unnatural and able to be held, so they jarred one and Ara took it back to the lab. They both longed for the power it could hold and the constant experimentation on it and attempts to harness its energy and power led to an unhealthy obsession with it. One night, Harlowe came back to the lab late to work on the project and saw Ara absorbing the star, causing an explosion of light which she ran as far as she could from in fear, reaching the outer city where she couldn't run away anymore - this was the apocalypse event. There is a bit more fighting over lies and secrets kept, but it is put aside for now to focus on the quest. Combining their information, the group suspect part of Ara is within the core, she has become The Growth and wants to spread it as far as she can, beckoning all those she has affected to her to tell send them out to 'look for the light' of the star. She aims to invoke another apocalypse, but now they have the star, and the potential stop her. They also suspect that the reason Harlowe is not a thrall of hers like the other creatures and dead people is because of them awakening her before The Growth had fully spread to the outer city. Geared with this information and not wanting a second apocalypse, the party use the power of their star as a shield to resist The Growth's intentions and make their way to destroy the core. As a boss before the final fight, the party is re-met with the cat from the beginning and must slay it to enter the core, but they are stronger now so it is a fair fight. In this final battle, the choices made and results of the fight determine the games ending, which would be one of the following:

​

  • Decay Ending - The group have a successful final fight, they are able to find a way to utilise the star into an arrow that Yvonne shoots to pierce the core, destroying Ara and retracting the vines of The Growth.​ While they all celebrate having stopped the world ending again, the decay of The Growth means that Harlowe will decay too, as it is the only thing keeping her alive. It is bitter-sweet as she is able to except that is the natural course of life and nothing should live forever, or you'll end up a monster like Ara did. The Growth going also means Hanna's arm decays away too. The others return home, make up in their friendship and are thanked by the people at home as they destroyed the core just as The Growth's forces started attacking there. 

​

  • Starlight Ending - The fight is a struggle, and Esme is forced to absorb the group's star, in an attempt to give herself enough power to contain the core. She chooses to be the one to do it as she feels guilty for deterring the group from the goal and thinks this is the way she can make it right. She is successful, but cannot return to her form before and is eternally stuck holding Ara in place. The Growth does not go away, but it stops spreading and her enthralled animals and human servants are given free will. Harlowe and Hanna stay as they are (if neither are selected to be the star absorber) and the group are able to return home, one less but safe.

​

  • Ensnared Ending - The battle is lost, and Ara's forces claim The Grove and beyond, the party are ensnared by The Growth and join her never ending hunger for power and life as plant thralls. 

​

For my narrative, I was inspired by lots of different points in my research such as the mentions of space and wants to expand and get more powerful in my future planning research, natural scenery and growth from my environments research and striking a balance between these two things, the visuals and mutations in Annihilation, the controlling and choking plants visuals and metaphors from The Crane Wives and the growth and decay visuals in Princess Mononoke. These all helped on the decay and renewal side of things, by allowing me to create a mixture of natural and tech elements as well as having these visuals be a catalyst for the story. The Growth is an environment, the whole city, a curse and multiple people and I think all these elements helped me come up with something that is a threat but also a source of life. In regards to my characters and apocalypse tropes, I was inspired by my research into Adventure Time and its historical apocalypse, Horizon and the threat of a repeating apocalypse, the primary location being a city in both games I looked at and a focus on female characters and relationships in Gwend of the World. While I plan on fleshing out character personalities more in my next section, I wanted my story to have moments of love and fighting with the characters and for all of the girls to have varying personalities, and I think this research has helped me start this off. I also wanted both of the more successful endings to have their friendship between each other solidified, but it has changed and grown, especially due to how they lose someone in the group either way. 

​​​​​​​​

Characters:

​

  • Hanna - The protagonist and player character, Hanna is a curious and adventurous character who finds herself being directly affected by The Growth. She begins the story as disorganised and spontaneous, encouraging her friends to follow her to the city, but once she is affected by The Growth and falls out with her friends she becomes more reflective and group-minded. She does all the odd jobs in the groups band - which is called Allura - like making their signs, organising shows and if the others need it, playing whatever instrument they ask her to. She also likes to keep a journal where she writes down and draws anything she can think of. In combat, she is more of a half-caster who utilises both magic powers from her Growth arm and uses boxing moves like punches and kicks. She fits into the hero character archetype as she is going on a journey of self-discovery and to help save her home and eventually restore it to something new. 

​

  • Yvonne - One of the friends from home, Yvonne plays drums in Allura, loves playing into the conspiracy theories in the community and spends a lot of her time in nature, hunting for The Grove. She is a quite dramatic and emotive person when with others, but has her quiet and calm moments too. In battle, she uses a bow made of Growth branches and arrows with different abilities, as well as summoning some of the creatures in the city to fight by her side, like a ranger. You also play from her perspective during the party split. She fits into the ally archetype as she provides moral support and friendship, and even during the argument she is the one who feels more sympathetic. 

​

  • Esme - Esme is another friend from home who sings and plays guitar in the band, then uses her guitar reinforced with vines or other dangerous materials you can find in the city in battle, acting as a tank. She is more cautious than the others, being more scared to break the rules, but simultaneously is the most likely to confront something she doesn't agree with, just with a lot of pep talk needed. She spends her time crafting and writing as well as collecting any cool older things she can find, which she got into after finding instruments and doing them up for the group. She is also apart of the ally archetype, but due to her kicking off the arguments in the group, could also be seen as the shapeshifter role as she causes tension.

​

  • Harlowe - Harlowe is the fourth member of the main party, who takes up a mage role in battle with her plant and starry powers. In her life before, she was an astronomy student, who encouraged Ara's pursuit of knowledge and expansion, but in her rebirth and seeing the destruction that has befallen the land and her own body, has doubts about what they did. She acts as a guide for the others through the city, fitting into both the mentor and ally archetypes as she stays by their side. She wants to deal with the mistakes she made in the past but feels scared that her truth will push away the friends she has made, opting to lie about what she knows about herself for the most part of the journey. Overall her personality is quite bright, as she learns about her new body and life, but she is also shocked and unsure about lots of what is going on. 

​

  • The Growth / Ara - The Growth and Ara are essentially the same, they are both the environment, a curse and a person who is reaching for power all in one. In her life before, Ara believed humanity could be pushed further, and that we were stunted by being stuck on Earth, which is why she looked to the stars for the power to advance. In the game, you would be able to find some of her old notes while exploring the lab and there would be many on her superstitions about the coloured stars and notes about her desire for human advancement. From these notes, she seems to be someone who wants desperately for validation and influence in a modern world where she couldn't get it, so turns to drastic measures of science to help her feel accepted. As The Growth, she becomes only her minds deepest desires, the want to expand and have power, but it is presented in this beautiful natural way as her real emotional want was for acceptance and growth in a world that stifled her - she wanted to grow and be seen as the unnatural plants are now. She fits into the villain archetype but also the princess, as the group needs to free her to rescue their world. ​

​

Settings and Enemies:

​

  • The Grove - This is the place where the adventure starts, a small community nestled in and grown as apart of a forest, built around new and old architecture. The grove thrives off of community and everyone takes up their role to keep things running, as well as letting everyone have creative fun. It is supposed to contrast the society before that led Ara to her destruction, which was more reflective of our world now, something new and refreshing came from her villainy but she cannot see it in her mindset of power. In the game, you will get to explore the performance stage, Hanna's art studio and the pathway to the city. The place would be full of nature and colours, as well as bright gold lights that get darker and more snuffed out as The Growth comes in. This area would fit the garden archetype as it is an area of innocence and life, in harmony with nature, that starts to get more ruined as the group leaves.

​

  • The City - The City is the main setting for the game, it contains both the remnants of the old world and the expansion of The Growth, making it wild, dangerous and eerie in certain lights. There are rumours from the people in the grove that the place is haunted, cursed or too dangerous to go, due to the amount of death and The Growth there. The landscape is littered with overgrown remains, flowering vines and abandoned items, as well as being full of the creatures enthralled by The Growth, both human and animal. It also gets more dangerous and thickly covered with plants the closer to the core you get. It would fit into the forest archetype as it is a place full of wild and dangerous things as well as being full of nature and history.

​

  • The Core - This is the centre of the city, where the starry heart of Ara lies as well as the truth of her motives. This would fit into the mountain archetype as it is the place the party have been fighting to reach, where their answers and salvation lie and allows for self-discovery and the return of memories. This area takes up both the centre of the growth and the lab above, so will look very cracked and covered by the plants and pose as an environmental challenge to travel through.  

​

 

 

This is my current narrative design for my game, where I opted for a linear story with a choice ending, depending on the outcome of your final battle and the stance you choose in it. I know part of my previous FMP feedback was to keep an open mind and that the journey matters more than the outcome, so I plan to keep revising this narrative as I go into my game design, audience analysis and design work if I have any new ideas, but I will use this as a baseline that I am happy with for now. I will write any revisions I make as I come up with them in real time on my website, which I will signal with the below marker, then before I move onto my final piece, I will make a final draft of my story. ​

Narrative Revision

While writing this, I made a playlist of music that inspired my thought process, with songs that had a weird and mysterious sound, as well as lyrics focused on friendship, growth and mimicked the story beats. For example, I wanted to think of an animal that Hanna would follow in the first section and landed on a cat after listening to Mitski's song, 'That White Cat'. While doing this, I have also decided that my game name will be 'Allura', both after the group's name and the allure that the stars and The Growth have on the characters, although this name could still change. 

Now, I want to move onto my game design document and audience analysis, so that I can flesh out my ideas for how the game is played and who it will be enjoyed by, which will then help me in catering and deciding what to make for my final piece to those who would be interested in my game.

​

​

​

Game Design Document

​

Below is a slideshow of my game design document, where I covered elements like the games genre and overview, how gameplay will work, how users would play the game and my plans for creating artwork and other elements. I found this really helpful to make as while I have done bits of game design in previous projects, putting it into one place with everything listed out allowed me to have more ideas and tie everything together more easily. I also included a few initial sketches of potential items and a basic version of controller layouts, which I want to expand on going into my design. Now that I have a narrative and gameplay baseline, I want to evaluate my audience to see who I need to and would like to cater my design work to. 

Audience Analysis

Now that I have my base story and game design, I want to reflect on what my primary, secondary and niche audiences would be for my game. Doing this should allow me to get more insight into what potential players would want so that I can make any edits to my designs, narrative and gameplay. This could also help me think about what sort of final piece fans of the game would want me to create, as I am not making any playable parts of the game.

 

Primary Audience: Fans of fantasy and exploration games:

​

  • Analysis - My primary audience centers players who are fans of fantasy, adventure and exploration genres in games. This is a wide audience as there are many games that fit in this category, but my game concept mostly follows the route of being in a world with fantasy, space and narrative elements that you can explore to reveal the story. You can choose to follow the main narrative, or also explore off the beaten path for more quests, lore and rewards. The city that the story takes place in is vast with lots of places to explore that should be different levels of challenging to attract different kinds of players to different points. I want players to care about my game so in order to make it stand out more in the fantasy genre, it is themed around less traditional fantasy with the space and apocalypse elements, as well as it not being high fantasy by being set in a mid-magic more urban-inspired world. 

  • Demographics - 

    • Language - I am creating the game in English so that would be the primary demographic, but preferably there would be options to translate to different languages.

    • Gender - All genders can be a fan of this genre, but considering the all female main cast, I think more women would prefer the game as people are drawn to characters who reflect them.

    • Location - I think mostly western audiences, as the environment design reflects a more western city and the inspiration for my themes and design work has been leaning more towards western media.

    • Age - Younger adults in the 18-30 range since lots of people playing games fall in this category and the story and visuals reflect the interests in this age group more in my mind. The characters are all young women so again, people want to see themselves reflected in the media they consume. 

  • Interests - My audience's current behaviours would be that they already have an understanding of video games, enjoy fantasy stories and interact with a variety of fantasy media. I would like my game to make them engage in the story and characters, explore and delve into all the different secrets and environments and make them think about the routes they take through the city to the ending. I would try to make them do this by having lots of different routes and pathways to explore to reach the final destination and having magical and bright visuals to match. 

  • Barriers - In order to get as many people in my audience to play, I would like the game to be available on multiple platforms and be at a low price in the £10-£15 range. Additionally, once you're in the game, there can be difficulty settings that adjust how strong enemies are and how much damage you take in order to make the game as enjoyable for those who just want to experience the story and those who want a challenge. There will also be other accommodations for accessibility that I mentioned in my game design document. 

  • Needs - I think the audience would want a game that allows for exploration, lots of ways to uncover the history of the world, have an interesting story and allow for player choice. To do this, I will have the main mostly unchanging storyline, but by exploring the world the player will get more customization in their in-game abilities and relationships with other characters, to allow for unique play throughout the game.

  • Customization - Based on this evaluation, I would alter the concepts I have so far by allowing for more moments for the player to uncover the narrative and what is happening to the world throughout, and not just towards the end where it is admitted. 

  • Player Profiles - This game would definitely best suit the explorer player profile, as exploring and adventuring to get as much knowledge about the world is what the whole story is built around. By exploring, players get to see more scenes you might not get from following the main plot, more rewards and more narrative revealed. Although due to the combat aspects in the game and that comes with lots of fantasy games, I think the fighter profile could also suit this audience as you get the abilities to customize the character’s abilities to build the combat experience you want. 

​

Secondary Audience: Players who appreciate female characters and ‘girly’ elements.

​

  • Analysis - My secondary audience would be players who enjoy a story that centres women and plays into feminine aesthetics. My visual and contextual research into different media has shown me I want to put a spotlight on female characters as well as carrying a fun and bright style into my game’s artwork. Of course things being vivid and colourful doesn’t mean only women would be interested, but speaking from personal experience as someone who would fit into this audience, I am tired of the same dark and sad male protagonists living in a grey world. Since I want these players to be drawn to my game, I am going to prioritise realistic characterisation of young women and focus on making my visuals appealing to this aesthetic.

  • Demographics - 

    • Language - This will be the same as my primary audience due to me making the game concept in English. 

    • Gender - Primarily women for the reasons I mentioned above; I want my story to reflect realistic but happy women who are confident in their femininity and in their friendships.

    • Location - I think this could apply anywhere, but again I am using mostly western influences so most likely the same as my primary audience.

    • Age - Again, same as my primary audience due to the main cast all being young women who behave in natural and human ways, reflecting back on the audience’s own personal experiences. 

  • Interests - This audience’s current interests would be that they are seeking out media that reflects themselves and doesn't use women as secondary characters, as well as enjoying bright artwork. To appeal to this, I have my characters already as women but I want to make sure that all kinds of women are reflected in their designs and personalities. Whether that's in their style, body type, skin tone, hair or emotions, I want to try and make each of my characters have unique features in these groups. 

  • Barriers - This would be the same as my primary audience, especially in difficulty customization as I know female gamers have been pushed away from playing games in the past, so making sure to include all ability levels is important to me.

  • Needs - This audience would want a game that allows them to express themselves creatively and in their personal choices, which is why I want to make different items, cosmetics and play choices in order to let players personalize their experience in their own way.

  • Customisation - Based on this, I know I want to make my main cast of characters all have differing appearances and personalities, but still work together as a strong and loving group. I will focus on adding brightness, fun motifs and unique appearances in my design work for both the characters and the environments.

  • Player Profiles - While this is a single player game, I do think the best player profile for this audience would be socialisers, as I would really like if players could relate to themselves and each other through the characters and aesthetics, then be able to talk about it in person or online.

​

Niche Audience: Fans of sci-fi games and elements.

 

  • Analysis - My niche audience are fans of sci-fi themes, as my game has some with its science based apocalypse origin. I chose this as my niche audience because while I have the science and technology themes in my game, it is more focused on the natural elements. In my research I said how I wanted to combine these elements, so while it is not my main focus I still think it's important I try to appeal to this group. I think I could appeal to this group mostly in my environment and weapon design, as I plan on using parts of the pre-apocalypse environment as materials or structures in these designs.

  • Demographics - 

    • Language - English with the same reasons as before.

    • Gender - All genders could fit into this category due to it being a widely loved genre, especially since I am using a mix of cute and techy designs.

    • Location - This would also be the same as my previous audiences due to the research I have been inspired by like sculpture, game environments, bunkers and generation ships.

    • Age - I generally find sci-fi is liked by middling to older people, so I think this could branch out from my other audiences by focusing on people aged 30-45. 

  • Interests - This audience’s current interest would be in other sci-fi and potentially more standard apocalypse media, based around technology and science. In order to make the audience engage with my game, I would have to promote these elements of my game in my final piece and design work that I make for my game, as well as the nature and explorative parts.

  • Barriers - These would be the same as my other audiences and what I said in my game design document in terms of accessibility, with more of a focus on allowing different consoles to reach as many people as possible.

  • Needs - I think that this audience would like to explore the technological elements of the world and find out more about the pre-apocalypse world, so to do this, I will include more of these visuals in my design work. Additionally, I would have more points in the narrative where you get to interact with the world before, instead of just when you reach the lab, similarly to what I said in my primary audience analysis.

  • Customisation - After looking at this audience, I don’t want to prioritise them as much as the others, but putting more of a story focus on the technology and world before would be good for expanding the narrative and scope of the world, regardless of if I am catering to this audience or not.

  • Player Profiles - Similarly to the primary audience, I think this audience best suits the explorer profile, as they would want to learn more about the history of the world and technological parts. I could then reward the players for seeking out this information with items and more lore.

​

​

​

 

 

 

 

This audience analysis has been helpful in showing me what I should focus on in my design work, and what parts of my narrative need to be tweaked. I have learnt that I want to put more of a focus on discovering the history of the world throughout the game, rather than just at that end point as that feels too abrupt and not focused enough on exploration. To do this, I think there being accounts you can find, more tech based resources, more hints at the stars being a variable and more remnants of disaster in the landscape, like bodies and homes that feel more personal and quaint. Things I already planned on doing but now know I need to put the most focus on include making my characters have varied appearances and personalities to represent different types of women, add more of a build up to the group conflict by showing them in cutscenes and dialogue and make sure all my designs and bright and fun. Based on this, moving into my design work I want to start by working on character designs for the main cast, so that I can them build out the world around their appearances and personalities. 

Narrative Revision

Audience Analysis
Central Character Designs

I have decided to start my design work with the main character designs. I want to put more of a focus into my initial designs as that was my feedback on my environment design project last year and as I said in my project proposal, I plan on doing initial designs as I get to each part rather than all at once at the beginning. I would also like to make some varied designs for some characters with maybe different outfits or posing depending on appearance in the narrative.

​

​

​

Hanna - Early Game Design

For my character designs, I wanted to start by focusing on the protagonist Hanna. I decided to document my progress in designing her in this digital sketchbook style, where my ideas get more refined as you scroll. I wanted her style to be simple but accessorized, with fun motifs and colours to convey her excitable personality. To begin, I made a mood board with some artwork, clothing and hairstyles that fit the vibe I was going for in my head, including artwork from lenadoodlles. before moving onto some initial sketches. Firstly I just sketched out some components, then made face thumbnails and then some full body sketches. I decided I wanted to have a more interesting pose in the end so chose this awkward thinking pose for the final iteration. Before deciding on the final colour palette, I asked my peers for feedback on the jumper colour and settles on the pink, as the gold accessories and green stood out against it. This design is her without her growth arm, so before moving onto other characters I want to do an iteration where she has it. 

​

​

​

Hanna Late Game Design

For Hanna's late game design, I added her arm, ripped the jumper sleeve and added some more tares to her tights. I wanted to choose a more punchy and determined pose for this one, while also not having the arm covered, so I picked this jumping one where the arm is extended. I am happy with both these designs, but reflecting on my feedback again, I do think I need some more initial designs going forward as here I just went with the first idea that came to mind based on my mood board, So for the characters after this, I am going to do more initial designs where I experiment with a few different styles and shapes in order to make sure I don't narrow down my vision too soon. Next, I am going to design the other human characters -Yvonne and Esme.

​

​

​

Yvonne Design

For Yvonne's design, I wanted to display her sweet personality but also her confidence and fighting side. I again started with a mood board for inspiration for her outfit and stance, where I again looked a lenadoodlles but also Marceline from adventure time. To convey these ideas, I chose to show her in a calm pose with a simple but cute outfit, but still having movement with the tight sleeves and skirt slit so she can bend. While doing this, I also had the idea to carry the green of The Growth into a point in every character's design, specifically in their weaponry or area they are affected by it. So for this design, I chose to make her arrow quiver made of leaves and have wooden arrows, to show both her ranged fighting style and resourcefulness in the city. I also thought the wooden arrows / sticks could also have a double use as drum sticks. I wanted her clothes to have the lightest colour palette of the three human protagonists, so I chose these soft sunset colours in the end. Next, I am going to work on Esme's design.​

​

​

Esme Design

My main design point for Esme is that I wanted her to blend in with the rest of the characters, but still stick out more as she is an instigator for lots of the arguments between the characters. Once again I started with a mood board of more confident and bold character designs as well as singers and punk style designs. She is more serious and practical than the others, so to reflect this, I used darker more unnatural colours with the purple clothes and bright red hair. I still incorporated the green in her weapon - the guitar - and also put it in her eyes to continue the colour elsewhere in the design. I also made her metals silver in contrast to Hanna's gold to reflect the conflicting elements in their personalities. I chose a casual yet assured pose to reflect her personality and fighting style as well. My original plan was to design Harlowe next, but after thinking about it I think I want to collect some more inspiration for how The Growth will look in the world and make some designs for creatures and the enemy humans that are in the same vein as her. 

Central Character Designs
The Growth Designs

For these designs, I want to focus on the creatures and enemies that are affected by the growth, rather than the environment itself. My plan is to design the cat and the humans, but any more fun designs that I can come up with as well. Before jumping straight into this, I wanted to get some more inspiration for natural elements outside of my original environment research, so I went and took some primary photos of the woods in Rushmere Park near me. 

As I said in my research, I wanted to try and take some more thought out photos than I usually do with my primary images, so I tried to focus more on lighting and composition in these. I took photos of interesting mushrooms and plants, pretty scenery and any other interesting features I saw. I think this will help me in coming up with my natural designs as I now have some real life examples of how nature is behaving as well as some potential references for drawing my environments later. I am especially drawn to all the different types of mushrooms I saw so I want to make sure to include some in my work. While doing this, I was also given the idea to maybe paint or use some natural wood as a canvas or material for making something down the line. Looking back at this and my visual research, I'm going to start these designs with some creatures and enemies.

​

​

​

Creature Designs

For these creature designs, I wanted to focus mostly on common woodland animals that had small details added to them to make them more plant-like. I again started with a mood board where I put some reference images I could use to sketch out some animals as well as the mossy plant aesthetics. I was also inspired by my research into animals in Chernobyl, my photos and visual research into the overgrown areas like Orford Ness and Houtouwan for the foliage. In the end I drew the white cat mentioned in the narrative, a bunny and a fox. I was also thinking about designing more monstrous versions, especially the cat as it is more narrative focused, but decided against it, at least for now. I was also deciding between a more cutesy or realistic style for the animals, but opted for the cutesy one as it goes with the character's look more, as well as potentially adding even more shock when they turn more monstrous. These creatures can be both passive and hostile depending on where you are in the game and how grown over they are. I want to look more into enemy design than this though, so next I am going to look at the humanoid enemies you would encounter in the game.

​

​

​

Humanoid Enemies

My final designs for these enemies ended up being an 'awoken' version, being the more zombie-like enemy and an 'unawoken' version, being the more peaceful, still stuck in the ground one. For these designs, I was inspired by the same environments research as the creatures, my photography, my mood board, enemy designs in the games I researched - Horizon and TLOU - and some nature character designs in adventure time. For the awoken design, I included details like the exposed rib cage to show how they are built up partially of human parts, the layers in the feet to indicate the layers of earth they were stuck in  before ripping out, and eyes where the pupil is the shape of a star. For the other design, I wanted to make her look like apart of the ground, so made dirt parts coming out as a base. I then added moss and flowers to both to make them look more vibrant. I really like these designs and it has given me an idea of something to make for my other media experimentation; in my project proposal I suggested to make a model and I'm thinking I will make something based off of these designs, maybe something like a body growing out of a tree or the ground. Before I do that though, I now have these designs and the group's designs as a base to work on my design for Harlowe.

​

​

​

Harlowe In-Game Design

For Harlowe's in-game design, I based it off the previous Growth designs, environment research and the mood board I made. I also took some inspiration from the characters Fern and Fennel from adventure time while drawing, as they are made of grass and in the show Fionna and Cake, have outfits that are modern but fit the theme. I really struggled with this design in the outfit, as I struggled to find the balance between being too over the top and too natural and nothing. I realised once I made my decision that I should have just gone back to my initial designs and made more instead of rendering new outfits on top, so if I get stuck like that again I'll go back. In the end I landed on a pretty basic outfit that matches the rest of the cast, but could also realistically have been put together from stuff they carried or found in the city. I bounced around the idea that the torn fabric from Hanna's second design could fit somewhere, but it ended up being too jarring against everything else in my opinion. While it wont show up in the actual game, I think it could be interesting to take this design and make it more human, to explore what she would have looked like as a student pre-apocalypse, so that is what I will do next. 

​​

​

​

Harlowe Pre-Game Design

I found this design much more manageable than Harlowe's plant design as I could make more realistic and easy choices in the clothing. I used the plant design as a base, keeping her same figure and hair gradient but making edits to be more natural and tired looking, like making her hair less curled and eyes more tired. I also used the same colour of her top skirt as the colour for her trousers, indicating her tastes haven't really changed or that the fabric is being reused from before. While I feel like the design has the same features, I also feel like it doesn't actually look much like the other one which worried me at first, but after changing my perspective a bit I think the differences highlight how different of a person she is now, while still keeping some parts of her personality. I have all the designs of characters and NPCs I need for now, but I next want to work on my medium experimentation I mentioned when designing enemies, where I am going to create a model based on the overgrown humans. Like I have mentioned in my weekly evaluations, at this point I am quite set on making an art book for my final project, so if I need more of these designs I can create those once I start working on the final piece.

​​

​

​

Model Making

To start my model making, I made a simple sketch of my concept with a list of materials and potential alterations to make throughout. My original concept had me starting with a big wooden board that I would use clay, styrofoam and decorations to model out the head and turned shoulder of a person onto, then paint to make it look like my concepts of the unawoken enemies, except more embedded. The sketch tried three different backgrounds and I initially decided on the gray. To make the base, I went to Hobbycraft and bought some styrofoam cubes and a paper mask of a face, as well as recycling the wooden board from scraps at the school my mum works at. I used airdry clay and a small knife to carve out the shoulder and cover it, then make edits to the facial structure of the mask. I then used the clay to stick the wood to the board, but ran into problems with this not being adhesive enough after a family member accidentally knocked it apart. 

Since it fell off, I took the opportunity of having the blank board to trim the board down, as it was a bit too long. My dad helped me saw it off, then use more scrap wood and wood glue to stick the parts back down. At this point, I also decided to add more clay to fill out the left eye and marked a line in it to look like the closed eyelid. I also added more clay down the sides as the drying had made it look a bit cracked and I wanted the transition from the body to the wood to look as smooth as possible. Once this had all dried, I added a base layer of paint of green and gray to mark out areas of moss and solid ground. I used an old kitchen sponge to add a mossy texture with the paint to the head as well as using dry brushing of different shades of gray onto the background. I didn't take a photo of this but at this stage I also messed around with some actual pieces of bark to put around the edge as a border, but due to them all being separate types of wood it looked too much like random tiles and not a connected frame so I gave up on it. 

For the natural areas, I purchased three types of fake moss used for miniature building - a dark green moss, mini brown bushes and a mix of white, light green and green-brown moss. I used the wood glue to stick these down in random patterns, then also used some flowers to break up the green. I bought some light purple and white fake flowers, as well as some white dried flower bunches, but I wanted the colours of the flowers here to match the ones I used in my character designs. So to do this, I took some alcohol markers and the fake white flowers then coloured over them in pink and yellow before sticking them down. I added moss to all the green areas including around the head where the edges were a bit harsher and some inside the open eye. I next used some fake vines to fill the gaps, but found that looked too fake so wanted to try something else. After stepping away from a bit, I decided that the gray looked too blue and not natural enough against the rest, so I decided to go in and make the background brown, as well as add some more mossy areas. I again used dry brushing with different shades of brown to make a woody texture, adding more variation than I did on the gray background. I was happy with this for a few days after leaving the glue to dry, but something about the colour was throwing me off. 

I realised after leaving it that the shade of green I used was too pure green and not dark or earthy enough, making it stand out too much against the natural green of the moss. So I decided to repaint the head and shoulder to a colour I matched to the moss that showed up the most. I again used the sponge to create the mossy texture and then I also added a small bit more moss to the eye area so the hole was less visible. I was happy with this final outcome, but found taking the photos inside made the lighting weird and the colours not show up the way I wanted or looked in real life. So to manage this, I took the board outside to take photos in my garden in the sunset lighting. My favourite photo was this one where I put it in a planter so you could see some real plants in the photo too. Ideally, I would have put it up against a real tree but that area had terrible lighting so I chose to just lean it against the fence. Overall I am happy with the final model and am glad I made the changes I did instead of giving up when I got lost. It has also inspired me to add some decoration to my business card stand I bought, which I will do at sometime next week. 

​

Now I have all of these pieces, I next want to work on some environment designs and full illustrations including the characters in scenes. In the art book, these could be used as pages that transition between sections or introduce a certain part of the story, which is why I want to include the characters in the environments. These base designs for characters and enemies also allow me to have consistent references if I need to go back and make any more pieces for the book.

The Growth Designs
Environment Designs

For these environment designs, I plan on making pieces of the lab or star, the city and the grove to start with, then if I get to making my final piece and find I need more, I will create more then. I am going to make all of these pieces digitally but this week I also want to work on some physical decorations for my end of year show setup. To start on that, I have bought wooden book and business card stands that I will think about how to decorate. To start the environments, I am going to design the lab or star first.

 

​

 

Lab / Starlight Designs​​​​

For this design, I settled on just portraying the star as I wanted to use the bright dramatic lighting to indicate its importance and I couldn't get that message to work with the other thumbnails when there was more to see in the room. I made this design where the points of the star grew out into the vines but kept it quite simple and geometric so the focus would be on the light. I also used pure white here, which I try not to do but thought it helped the contrast here. I decided to add extra little stars around the edge as well to add some more variation. I like this piece but it isn't really a full environment piece so I want to focus on that in the next ones I make. I want to start on some of the city designs as I find that the most daunting.

 

​

​

City Designs

For this first design, I wanted to ease myself into drawing the cityscapes as it isn't something I'm super confident doing. So here I drew a road on the journey to the city with it in the background. I decided towards the end to add my drawing of the cat, to add more storytelling to the piece as if this was the scene where it enticed Hanna out of her home towards the city outskirts. I used this piece more as practice and probably wont include it in the final book since I don't love how the nature looks but it was still helpful to do. I experimented in digital techniques I don't usually use like the selection tool and line texture brushes which were good to try and has given me confidence to use them going into the next environments. 

For this shot of the city, I was inspired by my visual research on overgrown environments and the games I looked at in their environment design and how the cities and nature collide. I used gradient maps on the rectangle selection tool to make the different layers of buildings then went in while the colours were still desaturated and added varying levels of detail and erased chunks out of them depending on how close to the camera the building was. I then added colour, greenery and small figures of the original three characters to the shot to add more story and life to the piece. I like this one but I would later like to make more pieces of the city where the group is in it at more dynamic angles than just this forward facing one, but I wanted to show that the buildings are dense and varied here which I think I did. I will work on those environments once I need them for the book, but for now I am going to move onto a design of The Grove.

​​​

​

​

The Grove Designs​

Since this is the first area in the game, I wanted to make it look inviting and natural to indicate to the player this is a place to protect. So for this I decided to make a scene of Hanna in a more hidden place, looking out over the rest of the area below. I imagine this is a place she would go to to work and where the group would practice their music. To make it not look completely deserted, I added the fabric garland between trees. I did debate adding little lights to the strings but liked the original lighting setup I had and didn't want to interfere with it. I wanted to make the scene feel peaceful so changed the colours from the vivid green I originally put down to a more pinkish yellowish tone. I added Hanna sitting on the edge at the end since I wanted to see the rest of the drawing before deciding on her pose. This is my favourite of the environments I have drawn so far as it has a painterly and textured look, so I think I will use this style when making any other environments I need for the final piece.​​

​

​​​​

​

Frame Designs

As I said before, I wanted to add some decoration to these wooden stands, so I used my leftover moss and fake wire flowers from making my model to add details to the stands. I stuck them down with wood glue and used the wire on the flowers to wrap them around. I used a random book and cut out that would be the size of a business card to make sure they would still fit and then trimmed down any of the moss that got in the way, mostly on the business card stand. I really like how this turned out and I would like to use more wood parts and moss for my set-up to have a consistent theme.

Now I have completed these main designs, I want to work on some UI and in-game item designs before moving onto planning out my art book. I want to make sure there are elements to my project that show how the game would actually be played. To start these, I will work on making a title screen and settings screen in order to develop the ideas I started with in my game design document. 

Environment Designs
UI and Item Designs

In this section, I want to design some UI like different screens you will see in the game as well as some items like weapons and upgrades, developing on those I sketched out in my game design document and mentioned in both it and my treatment sheet. 

​

​

​

Logo and Main Screens

I wanted to start by choosing a design for the games logo / title. I knew beforehand I wanted it to be the word ALLURA in all caps, with some sort of star or vine motif included. I tested the concept with a few fonts, but settled on the font 'Nocture Stars' from the website 1001 fonts. I used the basic font base for the text then used their decorated A design that I edited the shape of slightly for the big star around the first A. I then made two colour versions, one that was just solid white then one that had slight chromatic aberration around the edges. For that one, I took inspiration from my design of the star with the chromatic aberration around the white centre. I found this small addition of colour to make it more interesting, but wanted to keep both versions depending on what I will end up using it for and how the added colour might clash with any other drawings used.

For the in-game screens, I decided to make designs for the game's title screen when you open it and one tab in the games option menu. For the title screen, I took my drawing of the star and extended it to make the vines cover a longer section of the screen. I used the same font I used in the title, making the same edits to the letters like removing the second line in the 'A' that automatically comes with it. I made sure there were options to have multiple games, edit your settings in the main menu and quit easily. For the options screen, I focused on the controller input screen but also made icons for video settings, audio settings, keyboard inputs, other settings and additional information about the game. In the input controls menu, I made it so a graphic of the controller was on the screen with the highlighted area reflecting whatever the current input for the task was. I used the same controls I mentioned in my game design document. While making this, I also realised that this font might not be very readable for players when it is smaller like it is on these screens, so I would also implement a setting that allows the font to be changed or made bigger for those who would need that. For the screens design, I used the blues and teals from the vine background, a dark blue from the main background of the drawing and made the background a pinkish orange blend that was mostly white to make sure the contrast

allura controller screen.JPG

between sections was readable and varied enough. I also added more chromatic aberration to the white box to continue that appearance from the white text and star that can't be seen anymore. These are the only screens I am doing for now, so next I want to work on some designs for consumable items in the game.​

​​​​

​​

​​

Item Designs 

For these first items, I chose to develop three of my initial designs into final ones: the coin, the healing sprout and the friendship bracelets. I also decided to design the star that Esme and Yvonne collect from the shooting stars. For the coin, I wanted it to make a floral shape but also have the star motif, so I used the same 4 pronged shape and star design with similar colours to the environment drawing of the star, then added the moss. For the sprout, I went with more of a flower route to introduce more colour into the design that would indicate healing in the pink, but I imagine the sprouts with other purposes would have a different amount of flowers to indicate strength and ability. With the friendship bracelets, I used the same colours as the stars but changed the positions of them to make them a pair but still mismatched. For the second star, I took inspiration from all the other stars I have drawn so far and added more chromatic aberration. I made it smaller and more angular to show its differences to the original stars but kept the general colours and design elements the same. These are more general design elements, but I want to next design some of the upgrade materials that are specific to 

each character. In these drawings I will show the characters weapon if they have one and then design the material the player would have to find on their journey to upgrade each one.

​

​

​

Weapon and Upgrade Material Designs

I decided to format these designs as separate images for each character, with the weapon - if they have one - then the material used to upgrade it. I reused a few drawings from previous pieces like the arm, fox and guitar, but re-rendered them to show how they exist outside the context of the original scene. For Hanna's design, I opted for a floral upgrade material that matched the colours on her arm but had a different shape to add some variety. For Yvonne's, I wanted to link back to the fact she has animal summons, so used my drawing of the fox, then I designed her bow made of woodland materials and made the upgrade material a sprig of leaves to match the sprigs on the bow. I reused Esme's guitar but changed the vine wraps to be more clear against the rest of the dark colours it has and then decided I wanted at least one of the characters to use a material that wasn't all natural, especially as she is the most opposed to The Growth, so I made hers be old papers you can find while exploring buildings. Lastly for Harlowe, I took that initial design of the wreath from my game design document and just tidied it up a bit for her upgrade material, but as she uses magic she has no physical weapon to design. This is where I am going to leave my UI designs, but before I move onto working on my book, I want to explore some more experimental techniques as that has been a goal from my project proposal. While I have made my model, I have otherwise stuck to a purely digital approach, so want to put some more focus into physical media. 

UI and Item Designs
Further Experimentation

Printmaking and Painting

For some more traditional experimentation, I decided to combine a few techniques to make a print of my cat design on one of these wood rounds that I bought. I decided to make a piece with these materials as they match the natural theme of my overall project, and the exposed tree rings also show aging and growth. I didn't want to just paint, but I don't have the supplies for regular linoleum printing, so had to improvise with some foam left over from my last years fmp. I started by taking a picture of one of the wood rounds and digitally sketching my design on top to make sure it fit in satisfyingly. I decided that I would print it in a dark brown that matched the bark outer ring so that the design could look as natural as possible. 

My next step was printing out the design and sticking it down to one of my foam sheets using tape, so that it would stay put but also be easily peelable when I was done. I then used a biro to go over the design and leave an imprint in the foam, that I then coloured over so I had the full transferred design on the screen. I then thickened up the lines but decided to leave the little fur lines since they would be hard to cut around and decided I would just paint those in after printing. 

I took that sketch and used a craft knife to carve out all of the white spots within the design. I again decided to cut off some parts, this time the flowers as they would be too complex to carve, so I left them for painting. Next I took a panel off of a cardboard box and used PVA glue to stick the stamp down, so it would have something to keep the design from bending. I stuck it down on the pen side to account for the fact the design would be flipped on the print, then blow dried the glue so it would work faster. In an old sketchbook, I did a test print using my mixed brown acrylic paint and the design was a bit rough but I decided to go ahead on the wood anyway since I could always tidy it up with more paint.

After I printed onto the wood round and added the details, I didn't like how thick the lines were, but since it was the raw wood background, I couldn't really adjust it anymore. I decided to pivot here and go onto the other side of the wood and use the stamp as a reference to paint the lines out. I preferred this look overall so then painted in all the border decorations and white star in the eye. Although this stamp failed, I enjoyed doing the making and carving of it, so I may revisit this later, but I am happy with the end result regardless.

​

​

​

Business Cards

Since I had prepared my business card stand, I now needed to make the actual cards to go on them. I decided to use an illustration of Esme to switch up which characters I was focusing on in my designs, but I wanted it to look more dramatic and focused than her character design drawing. I decided to draw her holding the star with her long hair catching the light on it, while putting it slightly off centre to allow for text on the card. I then imported the design into Canva and used their business card preset to add my text on the front, where I used my internet username to allow for easier searching of me. On the back, I put my full name and links to my main website, professional email address, Instagram, TikTok, YouTube and Pinterest, as those are the platforms I post most of my artwork on. I then got them printed through Canva and they arrived with great quality and fit nicely on my decorated stand. 

​

For now, I am going to move onto making my final piece - my artbook - and I plan on starting by doing some research into different kinds of books that are adapted from other media. I want to maybe find a way to incorporate some physical mediums into the book too and hopefully that research will help me. Since I am currently in Easter break, I am going to write an evaluation at the end of the whole thing, so my evaluation for these two weeks will be in the next section. I had also mentioned rewriting my narrative at the end of this section, but since I didn't change loads, I am going to leave it for now and come back to writing it in a new format within the draft for my book.

​

​

​

Fashion Experimentation (Added 27th April)

​

As I have said after finishing my first final piece, I wanted to come back and add some more physical experimentation, so I wanted to focus on my theme of renewal and apply renewable practices to making an outfit. I didn't want to buy anything new for this, so I am only using clothing, accessories and scrap fabric I already own. Based on what I had, I have decided to recreate Hanna's outfit with her big jumper and shorts.

From my existing wardrobe, I had a purple jumper, an old pair of black bike shorts and some old school tights. The jumper has zips on the shoulders, so I was able to undo those so it would sit like hers off of the shoulder, then I wanted the tights to look weathered, so while they were on, I took some fabric scissors and slashed horizontally to make the holes, then vertically to add ladders to them. I wanted to match some of her accessories too, but since I don't really wear gold, I instead implemented the metal in the shoes, which are some platform mary janes with gold hardware. To finalise the outfit, I decided to match my eye makeup to her design with the pink and green gradient, a black undereye and a glittery inner corner. I liked making this outfit, but I really wanted to focus on the DIY and renewable aspect, and while I repurposed a few things, I want to go into that more. To do this, I decided to make an accessory to go with the outfit, which will be a coin pouch.

To start, I took an old dice bag that had an already natural looking material, but I rethreaded the drawstring to be a beige embroidery thread, over the thick green string that was there before. I next looked at my scrap fabric and found some green from an old skirt as well as some buttons I thought went well. I needed to cover the brand logo, so I hand sewed a chunk of that green fabric onto it with green thread for a DIY look, then added the buttons. I wanted to make it look a little more weathered, so I used a brown fabric marker and made a few holes in the same way I did the tights. For the coins, I had these plastic pirate coins that I wanted to use as a base, then I used some leftover air dry clay to build the flower coin shape that I had designed around it. I used a pencil to carve out the ridges in the new shape, then let those dry before adding the gems.

coins 5.jpg

I used more of the air dry clay to add the gems and they were a bit wonky but I don't mind that much. After the gems dried, I used a metallic paint pen to make them look gold, but found it was too green looking, so I instead used acrylic paints. I painted the gold part and let it dry, then I mixed a few paste colours for the gems and added a white middle. Once all the paint dried, I set them up in the pouch, along with an old key that I found in the back of a drawer when looking for resources. I thought adding the key with the coins was an extra way to imply how the characters are exploring. While my coins are a bit wonky, I overall am happy with this fashion experimentation and I think it aligns with the ideas in my project proposal of using a mixture of techniques. My plan now is to get back to focusing on my final animation.

Further Experimentation
bottom of page