UPDATED – 2D Side scroller evaluation

Final Game/Assets:

Character Sprite Sheet

Character Sprite Sheet Final

Idea generation and design process

In my research, I looked at different types sidescrolling games for inspiration. I have always been interested in sci-fi and when I realised that there aren’t that many space-based platformers, I decided that I would create one.

To help the development of the visual style for my game, I created different boards on Pinterest for the level, character/entity and prop designs. I settled on having the background in grayscale and the entities in vibrant colours so that they would stand out and be easily recognisable.

Links to Pinterest boards:

https://pin.it/ilimjqubt5wpb2
https://pin.it/hmpuslggasl2me
https://pin.it/okpdiffbzdh6st

What was good and what needs improvement?

Final aim/How much further would I have taken it

Compared to my original idea, the final version of the game I created differed quite a bit.

The final aim of the game would have been to progress through the station to fix a faulty AI that was damaged in a meteor storm and now wants to kill all people on the station. The player would’ve had to solve puzzles and defeat the station drones to open airlock doors to progress to the next pod, picking up tools and weapons along the way to help them. The final part of the game would have been a ‘boss battle’ between the player and the station AI, with the player trying to reset it and the AI trying to kill the player. The player would also have been helped by a narrator/text boxes that would convey the storyline and direct the player where to go and how to complete the game.

I also wanted to make the players perspective invert when they were on the other side of the station to make it seem like the gravity was constantly changing and help sell the idea that the game is in space with no clear ‘Up’ and ‘Down’.

What I think worked

I think the game concept I came up with was different and fills a gap in the 2d scroller market.

I like the final design of the station, it is quite minimalist and, due to its lack of colour, makes the interactable elements such as the player and other entities stand out. I also like the way the character walks and how the space background stays stationary behind the level, giving the game a false sense of perspective.

What didn’t

The way the player interacts and uses the ladder was quite difficult to implement and I was never happy with it, which caused the last version to not work altogether. The jumping mechanic could have also been improved as the code was designed for normal gravity rather than space and so didn’t quite feel right when moving around.

Time management

I think I could have managed my time better, as I spent a long time in the planning stages and didn’t have much time/ resources to make the actual game.

If I had more time on this project, I would implement the rest of the features into the game, such as the enemies, items, an inventory system and interactable doors that open and close. I would also improve the ladder system work better as it is fairly buggy at the moment. Hopefully, in my free time, I will be able to make a fully completed version of this game as I have enjoyed designing and making it.

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Hope Animation and Stop-motion Evaluation

 


“A sense of Hope”

The project was based on the competition with the theme “A sense of hope’. There were certain requirements set by the film institute, which we were expected to meet. We were asked to produce 90 seconds animation in a particular format.

Idea generation and design process

Firstly, I worked in a small group, where we shared our initial ideas and come up with concepts that reflected on the brief given. In my research, I looked at animation history and analysed relevant examples of existing animation. I also created a mood board to visualise my idea and gain inspiration from. After that, I wrote a treatment and drew a storyboard for the animation. To inform my study further I investigate two examples of animation and watched the film Wall-E again. I decided to base my idea on the film as I think that it represents best the core idea of hope for the all human beings. To add on, I have researched animation history and different animation techniques and styles. 

 It was very difficult for me to start with my initial ideas on paper. I have a graphic tablet and it is easier for me to do my drawings straight in Photoshop. Therefore, I digitalised my initial drawings for the characters and scenes.  This digital process was fairly easy for me because I have good Photoshop skills, but the difficult bit came when I started to use Adobe Animate. Fortunately, I quickly adopted the relevant skills, as all Adobe products are similar to each other in terms of functionality.

I created my animation in Photoshop, Adobe Anime and Premier Pro. In order to include the sound to it, I used LMMS software for PC, which is similar to Garage Band on Macs. I taught myself how to use it and I am very pleased with the outcome, as the sound compliments well the animation and helps to convey the story better. 

Time management and sound

Through this assignment, I faced some challenges in regards to my planning, organisational skills and also have some time management issues. Although that I had a plan for this project I did not realise how much time it would take to produce my animation. I was overwhelmed with the theme and very enthusiastic to watch tutorials and explore further the software that I used, so it was hard for me to meet the deadlines set. Despite that, I managed to finish and upload my animation without sound on the competition website. 

If I had more time for this project I would have focused more on adding more details to the character and scenes. Also, I would have made the character movement more fluent.  To sum up, this project was like a milestone for me as it gave me the chance to gain valuable experience in working in a real life project and participate in group discussions and presentations. Trough this project I have learned a lot about Adobe products and adopted some new creative techniques.

Feedback

I set a questionnaire on Google Forms and asked my friends and peers for feedback.  The overall response was positive but it was suggested that I should add more frames to make the animation smoother.

Animation Feedback

Animation compared to professional-standard work

I think my animation is quite good compared to current 2d-style animations. however, there are a few things that could be improved upon – such as adding more frames to make the motion smoother and working on more realistic walk cycles as the current ones are very basic/non-existent.


Stop Motion Animation

As a part of this project, I have been asked to produce short stop-motion animation to promote the letter ‘G’.  I did my research on the stop motion animation and its history, which has helped me to form my concept. I have decided to use Studio Ghibli film cases and I spread them in a form of the letter ‘G’. The camera and lighting were already set up for me so I found it quite easy to do on my own without assistance. I also filmed it back-to-front and later reversed the footage to make it easier to align the cases to form the letter. I stacked the cases in a domino-like effect on top of each other so that they appeared to move as if they were joined together. I added a movie shutter sound to my stop motion to make it seem like it was being played on a film-reel.

HUD Project – Evaluation (Task 4)

Design Process

Team Design

Team names

Mind Map.jpgFirstly, I started by writing down lots of different team name ideas to help me create themes for my teams.

I then chose the three that I liked: Manta-ray, Dragonfly and Falcon.


Initial design sketches

Next, I sketched out the initial design ideas for each of the three teams.

Manta-ray

SAM_0234SAM_0235SAM_0236SAM_0237SAM_0238SAM_0239

Dragonfly

SAM_0241SAM_0242SAM_0244SAM_0243SAM_0245

Falcon

SAM_0231SAM_0230


Development sketches

Then, I asked my peers which designs had the most potential and based on their feedback I developed the rough sketches into more finished drawings.

Manta-ray

SAM_0362SAM_0363

Dragonfly

SAM_0364.JPG

Falcon

SAM_0233


Digital Logo Designs

For my final logo designs, I first roughly sketched an outline in photoshop. Next, I went over the lines in more detail and added a basic colour scheme.

Manta-Ray

design01design02

design03Team 1 Design Sheet - Manta RayWith the Manta-Ray design, I decided to change the colour scheme to better match the other team logos as they all incorporate different shades of grey.

Dragonfly

design01design02design03design04Design05FinalDesign_HiRes

Falcon

The digital design process was much simpler than for the other logos as I already knew what style and design aesthetic I was trying to achieve. although I found that I had to trace the outline from one of my paper-based design sketches as it was too difficult to reproduce in photoshop without.

Design01Design02

 


HUD Design

Sketchbook Work

For the hud elements, I designed a selection of different designs on paper and asked my peers which ones they preffered. Next, I took the most popular designs and developed them further on the computer in Adobe Illustrator.

SAM_0359SAM_0358SAM_0356SAM_0357SAM_0355SAM_0351SAM_0361SAM_0348SAM_0352SAM_0353SAM_0354SAM_0350SAM_0349SAM_0360


Digital Design

Colour scheme

I used Adobe Kuler to help me choose a colour scheme that looked aesthetically pleasing and created a selection of different HUD elements in these colours. I then once again asked my peers to help me decide which colours looked best.

Final Design and Design elements

For my final design, arranged all the HUD elements in their chosen colours on the mock-interface so that they fitted together and flowed into each other.

Most of the elements of the HUD are static – such as the speed gauge, the lap time and map. The other elements such as the low battery warning and direction arrows will only show on the hud when needed.

HUD_01


The value of peer feedback in the design process

Peer feedback is important in any design process as design and the creative arts are largely subjective. By allowing a section of people to offer their feedback and criticism it will help to make sure the final design looks better.

However, it is also important to make sure that the design too influenced by others as this could also spoil the thing that makes it good. so a balance must be made between the original idea and any feedback.

 


Final Evaluation Process

how does it compare to professional standard work

Compared to professional-quality HUD designs, I think my HUD is perhaps not quite as well polished due to the fact that many of these designs have multiple people working on them with more time than I had for this assignment.

If I was to do this project again, I would make sure that the teams and the HUD design work and fit together better than they ended up doing.

Poster Design – Evaluation (Task 4)

design_05Out of the three final posters, I chose ‘the Polyshape’ as my final design it best fitted the brief and utilises a wide range of vibrant and contrasting colours which are eye-catching. The poster was inspired by geometric patterns which are an important part of architecture and I created my ‘Polyshape’ to give the impression of scaffolding.

design_04My second choice, the Shard poster was close behind the ‘Polyshape’ poster in terms of how much I liked it. However, the final poster just didn’t jump out quite like the first one did. The simplistic Shard centrepiece was inspired by the art-deco movement and helped to define the colours user in the rest of the poster.

design_04My least favourite poster, the city hall poster was a real pain to make as the shape and curve never seemed to fit together properly. Adding to that, the lines on the back always looked a bit off. And the final thing was basically in black and white so didn’t really have much variety in the colour palette.

Next time, when printing my poster I would probably use a different printing technique as it was very hard to print in the same colours as the digital version they would sometimes change as the poster was printing. Perhaps I could have used offset lithographic printing which might have resulted in a more consistent colour.

The colour scheme for the majority of the poster designs has been largely the same throughout the designing process. I used Adobe Kuler to choose most of the colour palettes and so they all tended to work together – the only exception being the background for the Polyshape poster.