Unit 5

Project Brief- Concept Art

For this unit, I am working on a crowd funded game trying to secure investment. The genre is sci-fi and they gave me some games to look into, such as; Halo, Mass Effect and Elite, however I have the flexibility to choose my own games. I will be creating a narrative overview of my game along with my own concept art. To do this I will need to research and analyse games and films, with a strong story line and characters that I’m interested in to collect inspiration. As I am making concept art it would be smart of me to collect some information on concept art.

Tasks(Overview)

Task 1

  • Sci Fi game research.
  • Sci Fi Visual research.
  • Game research.
  • Artist research.

Task 2

  • 20-30 Rough Designs.
  • 1 Developed Designs-Including a rationale (100 words minimum).
  • Treatment sheet.
  • Final design.
  • Final design discussion.

More In Depth  Explanation:

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TASK 1

Sci-Fi Game Research

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MASS EFFECT 2

As I know more about Mass Effect 2, I have chosen to focus on this game for my research, however there is references from the first game in the second one. The artwork of the game is what drew me in, dark, oppressive and detailed. It illustrates a bleak technologically advanced culture. The game makes you explore the little pieces, which could be troublesome for some players however, it really lets the player appreciate the work that has went into the game. Perhaps selecting a highly skilled player as its audience, instead of a player who wants it easy.

PLOT

You Start off as ‘Commander Shepard’, the protagonist, the hero. Who immediately gets told of the aliens Shepard has to battle, The Reapers. To even attempt this ‘suicide mission’ Shepard has to travel through the galaxy and acquire a set of dossiers who are skilled in various ways, theft, fighting, hacking, the list goes on. After Shepard gathers the team, Shepard can then choose five out of the fourteen Shepard can obtain. Shepard can then tackle The Reapers, this is the mission everyone has a chance to die, depending on loyalty and skill, for example, if Shepard sends the strongest fighter to hack into a computer, one of the other dossiers will most likely die as a result, probably the hacker Shepard should have sent. There is multiple endings…If all goes well all (or most) characters and Shepard would have beaten The Reapers and survived. If everything went wrong all (or most) characters would die, leaving a small cut scene at the end of Shepard dying alone, along with her crew.

CHARACTER ANALYSIS- Legion

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I should be referring to Legion as ‘they’ and ‘them’, but to avoid confusion I will refer to Legion as a ‘him’.

I chose Legion to look into, to me he has one of the best backstory’s. Legion is apart of the Geth race, but he’s not like any other ordinary Geth, he is a composite character made up of 1183 Geth programs, which means he’s thinking for 1183 Geth, he’s insanely smart and is very good at sneaking, these traits are very handy, especially for the last mission. He is originally called ‘Platform 2A93’ however EDI (Shepards AI) changed his named to Legion as this name is famous for being composite.

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APPEARANCE

The first thing I notice when looking at Legion, is that he is clearly damaged around his chest, there is a massive hole through his chest and that he’s obviously made up of machines. He looks like he’s wearing dark blue armour over his green stripy ‘skin’, there’s a piece of non matching red armour attached to his arm. On his body, there are multiple tubes, they are giving off the vibes of a bone structure, for example the ‘rib cage’ and ‘spine’. More about his personality:

EMOTION

He begins, very straight forward, and answering with single words. he has a habit of furrowing his eyebrow when learning new things and when he’s concentrated. He tells Shepard that he relies on the Geth within him and in return they rely on him. He also says that he isn’t concerned about the Organics (true Geths, who are hostile). After being with Shepard for a while he develops shyness in front of her/him and pride.

WANTS

He wants someone to follow, to admire and in some ways he wants a hero. He wants to protect Shepard after everything Shepard has done for him, he wants to stay by Shepard’s side.

NEEDS

He is the only hope for the Geth race, and needs to live in order to not go extinct.

 

ARCHETYPE ANALYSIS

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GARDEN- ‘Cerberus’ Research Station’

It’s secure, a safe place covered with protection bots, Shepard starts here and is immediately told to leave after hearing about the protection bots attacking the residents.

 

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ISLAND- ‘Normandy’

The Normandy is a ship in the middle of space in the unknown (the Sea). The ship has a crew and is friendly, and as it’s in the middle of nowhere, this means it’s isolated. Shepard is comfortable here and knows it’s routine. This is where Shepard can change paths at any point, travelling to different areas of the unknown.

Summary

This research has really helped my understand a robot structure and personality. After researching this, I want to include a damaged robot or creature in my designs. I also have a better understanding of the term ‘Island’ now.

 

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SOMA

Soma interested me as it was made by the same developer that made Amnesia:The Dark Decent, Frictional Games. It’s also the first time seeing a NPC in a Frictional Games game. The artwork of the game is very sinister and metallic with reds and greens which is an emotive mix of colors to make you feel uneasy. Screenshots suggest an adult audience mainly because of the detailed gore and the darkness of the environment.

PLOT

You play as Simon Jarrett, who has woken up in a abandoned underwater science research facility called PATHOS-II. The only knowledge you have is that Simon was meeting with is unqualified doctor for a new brain scan after his car crash. Simon walks around the facility trying to find a reason to why he is here, but in doing so, he encounters a project called The WAU that is responsible for the ruined facility and is the enemy in the game. He finds that the robots who are in the wrecked facility believe they are alive, taking on human characteristics, he meets Catherine, who tells him that he’s in the year 2103, and that Earth was destroyed by a comet after the facility was trying so hard to stop it, he was no longer in the year 2015. In some ways he never really left… In the year 2015, Simon’s brain scan turned out to be the last hope for him, his original body getting destroyed along with the rest of the world. When waking up in 2103, he was equipped with the technology to swim underwater, he was a machine, he retained all memories of 2015 Simon and truly believed he was human. Catherine mentions a project they had worked on called ‘The ARK’ which she described as a capsule that will create a utopia, his next mission was to locate it… Once he takes it, he launches it into space and both, Catherine and Simon’s knowledge and characteristics getting transferred into the ARK. The 3rd Simon, who has just been created, wakes up in front of a insanely futuristic island and meets up with Catherine, who both unaware of their other self’s left on PATHOS-II. The ARK makes it into space with Catherine and Simon…

CHARACTER ANALYSIS-Simon Jarrett

 

APPEARANCE

He has two appearances. One which he perceives and one which is fact. In his mind he is still human, tall, dark and handsome’. Whereas in fact he is a walking machine with red eyes and black and brown frame. More about his personality:

EMOTIONS

He begins confused, he didn’t know why he was here. He was in denial about being a machine, he believed he was human, however eventually he came to terms with it very well, he was also very emotional stable compared to a normal person who would have to deal with the loss of life and friends. He seemed to grow accustomed to his new surroundings very quickly which suggests a flexible and curious personality.

WANTS

His main want through the game is that he wanted to know what was going on and why.

NEEDS

He was in need of a direction, he needed someone to guide the way, he needed to find Catherine, it was as if he had nothing left. He needed a purpose, he needed to find himself and his place in his situation, which was The ARK.

ARCHETYPE ANALYSIS

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GARDEN- ‘UPSILON’

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This is where Simon woke up, looking for answers, he was clueless, which symbolises innocence. He ended up having to leave of structural damage, and to find Catherine.

 

 

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SEA/FOREST- ‘LAMBDA’

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His surroundings are completely new, it’s all completely unknown to him, he isn’t used to such area. It also has many dangerous enemies here, with no civilization and no rules, it’s survival of the fittest at Lambda.

 

 

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TOWER- ‘ARK’

The ARK was the main goal, Simon finally made it there, it was end game, to live in a perceived reality, a made up utopia. He believes he has his body back. he can finally see Catherine as a ‘human’.

Summary

The character analysis really gave me inspiration for a character with two personalities. So I will use this research to create a ‘Shape shifter’ character.

 

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FALLOUT 4

Fallout is one of the most famous games of 2015 and rolling into 2016, people even speak about it now. I chose to look into it as I enjoyed the story behind the characters. The art style is more colourful than the previous games I’ve researched. The desolation is shown by the lack of greenery, destroyed surrounding areas and the tiredness of the people you come across. The art here emphasises the desperation of the survivors. Given its slightly subtler look you can see why it appeals to a younger audience without losing its appeal for the older audience.

PLOT

Your story starts in 2077, you play as Nate or Nora (the player can customise the name, however these are the default names) either the mother or father to a baby called Shaun. You have been notified via sirens that a nuclear bomb is hitting your surrounding area, you and your family needs to evacuate and head for Vault 111. Once entering the vault you and your family are forced into cryogenic pods facing each other, Shaun is in the arms of your spouse. Six months after freezing, there was an uprising, forcing the staff to leave the Vault, those still captive by the pods abandoned with no knowledge, they were frozen still…

The residents living in these pods were left alone for 150 years, until someone came in looking for something they needed…It was Shaun. The Institute (a faction) was in need of genetic material that wasn’t corrupted by radiation. They knew of a newborn in Vault 111 and immediately set off there to help their project ‘Third Generation Synth’. The spouses pod is opened by Conrad Kellogg, who is the Institutes mercenary. The parent holding the child refused to part with him and ends up losing her/his life, Kellogg shoots the parent as the player witnesses the son getting taken. Kellogg returns to the pods and terminates the life support on all the pods except the players, The player is in there until the year 2287. The player ventures into the wasteland from Vault 111, into the ruins of the city he/she once called home, Boston. The player is the lone survivor of Vault 111. The player’s main quest is to adventure the radiated wasteland of the common wealth to find what happened to his/her son. Along this quest, the player will come into contact will some friendly companions, like Dogmeat and Strong. They will accompany you throughout the wasteland. These companions will help you fight off you enemies and act as your moral support.

Towards the end, you finally find the Institute and many other factions, and you meet a man, called ‘The Father’ who is acting director at the Institute. He tells you that he is Shaun, or a ‘version’ of Shaun, a Synth, which is somewhat like a clone, he is one of many. He also explains how important the Institute is, and that it’s the only hope for humanity. When speaking to ‘Shaun’ on his deathbed, he tells the player that destroying the Institute is a terrible mistake, and that he should take over ‘Shaun’s’ position when he dies, he has cancer, before dying he tells the player to leave and make his/her decision… Depending on what you choose there is a cut scene explaining the ending, you had a choice to destroy The Institute, helping the other factions or take on the position of your ‘son’…

 

CHARACTER ANALYSIS- CODSWORTH

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APPEARANCE

When looking at Codsworth, I could notice multiple things, he is designed similar to a squid, equipped with many tools to help the owner. He is also made out of a type of silver metal, and has two eyes to see. More about his personality:

EMOTION

His emotions are determined on his owner, whenever he sees his owner he’s happy, when a enemy comes into view and tries to hurt his owner he is angry at the attempt to attack his owner.

WANTS

Wants to protect his owner, the player. Wants to stay by his owners’ side and venture with him. Wants the owner to be happy.

NEEDS

He is programmed to follow the rules given to him, he needs to clean, cook and look after the kid/s. He also needs to protect the owner at all cost.

 

ARCHETYPE ANALYSIS

vault 111

GARDEN- ‘VAULT 111’

The player starts here, waking up and needing to find answers for his/her son. The Vault was once well maintained and relatively safe, however now it was run down and unsafe, he/she needed to leave.institute

PLAINS- ‘THE INSTITUTE’

The whole point of The Institute is the need to rebuild civilization, it’s there main goal. Their are multiple leaders, The Institute is a democracy.

Summary

I was more interested in the story of fallout rather than the art. I really enjoy the wasteland style stories and, I hope to include this in the plot of my narrative. The joints and bolts to the robot really give me a good idea for my designs, I will almost definitely use joints etc in my design.

Contextual and Visual Research

BIOSHOCK INFINITE

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I was interested in looking into silhouettes as I’m not too good at drawing faces, I chose this design with this in mind and because Bioshock Infinite is one of my favourite games. I enjoy this style of art, very simplistic and rustic looking.

The silhouette shows a short haired female, who is wearing an old fashioned dress, which I can tell from the collar of the dress and harsh shoulder pads. This poster could hint towards a female protagonist or a female ally. The Eiffel Tower hints towards travel, and the quote “I could go where ever I wanted” backs that up. Maybe this female wanted to travel to Paris. The background has a ‘teabag washed effect’ on it, somewhat of a old looking map would have, I’m quite attracted to that style of art. This colour of blue normally conflicts with other colours, however in this poster as it’s the main colour, it’s still very intense but it works in harmony with the light brown and dull black.

 

This is some final concept art, of Elizabeth Comstock, the female represented on the poster. She was designed by Arda Koyuncu, the head character designer at ‘Goodbye Kansas’ who has said he uses multiple modelling softwares, the ones he used on this character are; 3DSMax, Vray, Mari and Ornatrix. Fun fact: This is also the same outfit she’s wearing in the poster.

Summary

I enjoy the old rustic style background. however I’m worried that it might not fit with the characters I have in mind. I will definitely find a way to include the old rusty washed out brown into my designs.

The Hero’s Journey

The Hero’s Journey, a story structure made up of 12 main steps:

  1. Mundane Reality- Day to day of the Hero’s life.
  2. Call To Adventure- Herald tells the Hero he is needed.
  3. Refusal Of The Call- Hero denies the Herald, this is where the Herald tells how much the Hero is needed.
  4. Meeting The Mentor- Gets introduced to his teacher.
  5. Finally, Leaving The Mundane Reality- The Hero agrees to help and finally starts his journey.
  6. Tests, Allies And Enemies- The Hero approaches pro’s and con’s on his journey, overcoming them with his new allies.
  7. The Approach To Danger- The Hero is getting closer to the end goal, the journey to the ‘evil lair’.
  8. Ordeal- The biggest challenge the Hero has faced so far.
  9. Reward- The Hero’s hard work pays off and he is finally earning his reward.
  10. The Road Back- The journey back to his mundane life.
  11. Resurrection- The Villain comes back after they all thought his was gone.
  12. Return home- After stopping the Villain a second time, the Hero finally comes home, as a Hero.

Summary

It’s the most flexible story structure, using ‘The Hero’s Journey’ will allow me to be more original and creative. It will also help me to stay on track when writing the story as I do tend to trail off.

 

Graphic Tablets

A Graphics Tablet is a digital sketch pad, using only a stylus, you are able to use your creativity to your full extent and create professional looking pieces of art, with enough practice. A graphics tablet is also portable, so you can plug it into a computer or laptop and start drawing!free-shipping-hot-sale-huion-digital-pen-tablets-h610-pro-10-graphics-tablet-painting-tablets-drawing.jpg_640x640

Photoshop

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Photoshop can allow the user to manipulate and create images and art in many different ways. Using the editing features you are able to completely change how an image looks. There are multiple versions of Photoshop however many beginners use the free option, they wont get the full experience as it’s very limited. They do the basics such as Crop, Scale and Recolouring tools such as the bucket tool and different styles of brush. Many artists use it with a graphics tablet to touch up their designs etc.

 

SCI-FI Game Audience

The Sci-Fi Game Audience can differ between games, however recently the creators of these games have targeted a younger audience, my theory is that they are aiming their games at the new generation to keep the genre relevant. It can also be that by aiming at a  younger audience the stereotypes for this genre can be lessened, for example being a Nerd or Geek won’t necessarily be a bad term.

Artist Research

John Miers

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I had previously said that I struggle creating faces, and this artist interested my with his simple yet complex artwork. He uses only two colours, black and white, like other silhouette artists. He is the most famous silhouette artist. As he was active in past, his art style is very old, for example the bonnet in the first picture. I want to get better and drawing, especially faces, and looking into side profiles, like these, will help me become more confident with mine.

Summary

I will definitely use some form of silhouettes, whether it be a human or creature in my rough designs.

TASK 2

(20 Rough Character Designs)

1.

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A light bulb held up by a lamp shade and its electric wire. I intended to make him into a scientist, by adding the goggles, it really helped as many people associate goggles with science. I also gave him an eyebrow so the player would be able to know his reaction, inspired from Mass Effect-Legion.

2.

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A human head, surrounded by a rock which is cracking, my idea for this design was that, the human is trapped inside this rock because he had done something wrong, however the rock is cracking and the Hero needs to stop it from cracking and keep the danger at bay.

3.

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I thought of this design as a cute ally for the Hero, it’s an robotic eye made from different sheets of metal made to look similar to a lens, accompanied by a wavy, blue tail and a power wire wrapped around. I expect him to follow the Hero around by bouncing, giving him a happy vibe.

4.

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A simple Silhouette design inspired by John Miers, a group of flying people either with tails or long coats. They are there just to fly around and be annoying, a Trickster.

5.

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Another cute character I thought would suit being an ally to a Hero. I wanted to create a light pink creature, and was inspired by the average worm to create this. It’s a very simplistic design, a small curve as a smile and eye. He moves around leaving behind a orange slimy trail.

6.

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This design is made up of multiple ‘things’, the legs and arms are humanoid, the body is very similar to a bugs and the head and ears are based on a cat. He is also made from scraps and he wears boots. though all these limbs are different they somehow work together to create this weird robotic creature. I imagine him to show off a lot and change sides depending if it suited him or not, a Shapeshifter.

7.

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Robots in the shape of balloons, each has a different emotion. the yellow being scared or shocked, the blue being content and sleepy, and the red being annoyed or angry. They have simple designs, however the simplistic look compliments the facial expressions, makes them stand out the most.

8.

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My idea for this was based around marshmallows, each body part is made from a fluffy marshmallow, I imagined that a scientist had experimented on a marshmallow and this creature was the product from it. He wears a creepy smile with angry/ annoyed eyes. he also comes with a whole army of smaller, cuter and evil, marshmallows.

9.

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A damaged robot, walking with a limp and no lower arm, he also doesn’t own a second eye and had to replace it with a bolt. His mouth is quite creepy and could scare away a lot of people, but some might find it charming. He is covered with defects, while wearing a party hat. He might have recently been in a party. He wears a smile on his face continuously as he’s happy to be alive, however he wants to be repaired and upgraded.

10.

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A strange alien bug creature, wearing ballet shoes, his hobbies could include dancing and smiling. I imagined him either a creepy ally or great enemy. His smile is definitely his main feature while extruding off his face/body. His eyes are also noticeable, with both eyes sticking to the sides of his head.

11.

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Another simple Silhouette design inspired by John Miers, a pack of electronic wolves or dogs, intending to mess up the hero on his journey, being a Trickster. They has spiky tails, which can be their defense, and pointed ears, to make up for the fact they have no detailing.

12.

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This design really came from nothing, he is just a slim, angry and bad pig-man. maybe angry that he’s a pig, not a human. This design reminded me a lot of ‘The Three Little Pigs’ as it’s the only pig related thing I know of.

13.

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There’s not much to this design, a very simple and cute green bean. I originally was going to make him into a jelly bean, however I believe someone has done that before, so I made him into this and I was pleased with the outcome. His expression is sad and down, which makes him look in need, this could spark a side quest for the hero if he was an ally.

14.

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Another grocery item, a household cartoon of milk made out of metal which has a conscience, who could have been brought at the shop and taken along on a journey, through its a long shot to add this in a design.

15.

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There is two sides to this character. When I learnt what a Shapeshifter was I wanted to include at least one character who had two personalities. With this design the left half is smooth and nicer to look at compared to the pointy, rough edged right side. I wanted a personality that changed insanely quickly and worked on impulses. The design is a type of horned devil, however half has became a good person while the other is still on the evil side.

16.

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Owls are very spiritually known for being a sign of guidance and knowledge, I intended to add a couple more robotic animals into my designs however not all of them passed the cut. I imagined this character to be the herald, who sets the story up for the hero and narrates it though the game. It also reminded me of ‘Winnie The Pooh’ the owl was very mature and somewhat like a parent to the others.

17.

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A small glitchy robot, with small limbs and somewhat of a eye mask. small lenses as eyes, a extra large neck to stand out, and to be balanced with the large head. I wasn’t too happy with the legs and arms however it does give it a cuter look to it compared to the other robots I have. I imagined him to be a colourful, and dumb robot, someone to keep the Hero’s spirits up.

18.

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A Large robot in the shape of a tree. Gathers information from others using his ‘roots’. While creating this design I had inspiration from SOMA and how ‘Catherine’ had a lot of knowledge, this, in my eyes, was a data tree, collecting knowledge from the environment. The colour scheme is black blue and green, all compliment each other well.

19.

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A stereotypical red, poisonous mushroom, with moss and blood stains, accompanied by lots of legs and sharp, blood, covered teeth, made to look scary. While drawing this I had in mind this could either be the Villain or the Guardian, meaning, being a big enemy to the Hero.

20.

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A ghost-like creature, with a camera lens as an eye, with a scared or shocked expression by default, like a coward. either floats around or held in place by a stand. Either made from metal (man-made) or environmentally made (ghost). A silver trim around the Ombré iris, complimented by a -blue body/head.

 

Characters I’m Using

 

Developed Design

I have been told to develop one of these 9 designs, I have chosen number 20:

developeddesignunit5

 

-RATIONALE-

How did I obtain this design?

Beginning with the rough design, I began to draw the outline with a dark cyan, on the computer using a graphics tablet, it took me a while before creating the body/head to look like this, the body colour being a lighter blue. I started to free hand draw the eye but soon realised that it would look too messy, I experimented with multiple shapes until I ended up with a combination of rectangles, a octagon and a circle. I also changed the Iris colour to a purple and blue tone. I was happy with the results so I moved onto the mouth. Out of all the ‘pieces’ of this design I think that the mouth was my least favourite, I made it a bright red, and overall it just seemed unprofessional. however the eye came out extremely well. Overall I’m pleased with it.

 

Final Character

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Final Discussion-

I will explain the multiple things I changed from my rough design. I will also be explaining how I felt when creating this design.

Something I was worried about was that my skills wouldn’t have been enough to develop the character as I wanted in Photoshop, using a graphics tablet. Especially seeing my peers confidently producing their characters. Making this has been a large step in improving my skills, confidence and patience. Though this design is simple and without shading, I’ve developed something that’s challenging to me and ended up with something I’m proud of. The first thing I had to work around was the characters body, I was struggling to create lines I was happy with so I free handed the squiggly body. The same happened with the mouth, I intended to create the ‘original’ mouth however I was finding it difficult so I created a completely different shape. The colour scheme also changed, at first it was cooler blues and greens, but I changed it to a warmer blue with purples.

Treatment Sheet

(The Story)

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TASK 3

EVALUATION

During this evaluation I will critique my work with my honest opinion, whether it be good or bad.

My research was ‘uneven’, I had spent more time on the plots then I did the character/archetype analysis, when in my eyes it should have been even. I chose different games in the Sci-Fi genre to research as I had better knowledge, so I was slightly bias, as it would have taken longer to write about a game I know nothing about. I’m not a big fan of Sci-fi and it did obviously effect my work a lot, beginning with changing the games I was told to research. I definitely should have included more contextual and visual research, and more artist research. Another thing I should have done was include more story structures as it would have given me more option, choosing the ‘easiest’ structure did give me more freedom to create my story however some of the other options could have sped up the writing process as some of them did give you the prompts. Going through the research I picked up a few things I wouldn’t have realised before. Firstly, the story structures are incredibly important, before this Unit I wouldn’t have said the layout of the story was the attention grabbing part, the same with the character and archetype analysis, there is way more to a character and environment, it makes you think more about who you are playing as and where you are. It makes me appreciate how much actually goes into games like this. When creating a story for a game, the time its set in is insanely important, especially for a Sci-Fi game, I didn’t really notice it before when I played games, however once again it makes you think about the time that you’re playing in. I took inspiration from my research when creating the rough designs, for example the silhouettes, I took inspiration from John Miers, and I also made a character who has a characteristic from Mass Effect’s Legion, a character I researched. I realised that I spent more time in writing the plots for the games, and it wasn’t necessarily a bad thing, it gave me a lot more knowledge on the genre and more confidence when creating the narrative for my game. I wrote a vague description on Photoshop and Graphic Tablets, and I don’t believe it was as good as other research, I can also see now, that my research as a whole, was strong at the start but began to become less and less, I do believe that it should have more content, however I was behind the rest of the class and felt like I needed to move on. The plots and the character analysis was good, I should have expanded on the description of the characters, but for what I wrote it was reasonable.

My rough designs are standard, they have more detail compared to previous Units, I also think looking at them now, some of them do cross the thin line between fantasy and Sci-fi, however I don’t think it’s a bad thing, it gives the game variety and with everything not being a robot, it allows more room for character building. The colours I chose fit the dull metal Sci-Fi look, However I should have made the tongue slightly duller. I had used a Graphics Tablet in Unit 6 too, and comparing both pieces, I was more precise with the lines and colours of the Unit 5 piece, the Unit 6 piece was messy, it had uneven lines and gaps where colour should go. I spent too long on the rough designs in my opinion and I should have used that time to improve the developed design. The final design surprisingly turned out well, I expressed how unsure I was with using a graphics tablet, however he turned out well, even though it’s simple I am proud to say I made it. It has definitely improved my confidence with graphic tablets and Photoshop. If I were to do this again I would probably make my characters all the same race, and focus on the facial expressions and characteristics.

My targeted audience is anyone that can understand the moral of the story I have created, I have said previously, in my treatment sheet, that my characters do appeal to children however his video game has a deeper moral story that not many young children will understand. I rated the game as a 16+, because if this game was real, I would be interested to play it, even though I’m not the biggest fan of Sci-Fi games, and as I’m sixteen I have a better understanding of the targeted group. I was asked to create a ‘crowd funded game trying to secure investment’ which is Sci-Fi and make the concept art of one of the characters, I believe I have created it well and it does fit the brief. It was a struggle to turn my traditional media into digital media, however I did my best to convey my ideas to my audience. Throughout the making of my characters, I have referenced almost all of them as a ‘He’ or ‘Him’, however I imagine, there doesn’t need to be any mention to the characters genders at all once in the game, all the player needs to know is who is who as a character, not gender/race or age.

I chose digital media, Photoshop, to display my final piece as I wanted a challenge and it seemed more professional compared to traditional media. The final quality of my work was much better than my previous units when using Photoshop, and much better than the rough design, I didn’t like the way the mouth came out, but it’s still better than anything I had made previously on a Graphics Tablet. When inserting the photos onto my blog, it would mess up the words beside and under them, however I have fixed that now and my presentation is as good as it will get.

Conclusion-

Overall I am pleased with what I have created, however I Should have put more effort in when it came to the research, I should have included more Artist and Contextual/Visual research. I have improved my confidence when using a Graphics Tablet and learnt how to work around my lack of drawing skills, by using shapes etc. I have said before that I wasted time, I spent too long on some things and not enough on others, I need it become more organised and focused in time management as I can notice it’s becoming more and more difficult as I go through units. I Believe I have improved more in using a tablet and gained more confidence. I have asked my peers about my work and they agreed that I have improved my skills and confidence. After listening to the story, they said that it was well thought out and interesting and if it was a plot of a game, they would definitely play it. Personally I believe that my peers work was more detailed and original compared to mine where all it is, is a ghost-like creature with a camera lens as an eye.

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