Rachel Yeo Rong Qing / 0368901
Game Art / Bachelor of Design (HONS) in Creative Media
CONTENT
INSTRUCIONS
For this subject, Mr. Kannan asked us to select a unique world or theme as art direction. Mr. Kannan suggest us to choose it from existing game. We need to create modular prop and asset design based on the theme that we choose. Beside this, Mr. Kannan also allowed us to combine this Game Art with Environment design if we do building as the hero props. Therefore, I decide to combined together.
First and the foremost, I have did some research on internet. I planning to create some stuff that is using Japan traditional style. Based on this, I decide to go with It takes two : Cuckoo Clock Map as the art direction. I planning to combine the Japanese style together with the medieval European style. Due to the art direction is the Cuckoo Clock Map so I will try to add some gear as the element in the props design also.
Since the art direction has been decided, I start to create my moodboard through the picture that I found in Pinterest. I decide to set the building concept in the Meiji era, a time when Japan began to open up to the Western world so it combines traditional Japanese architecture with British Victorian-style interiors, with a touch of fantasy.
Fundamental Exercise
In the fundamental exercise, Mr. Kannan required us to done the shape language studies (from primitive to complex), Form exploration for modular props, Texture & material rendering (wood, metal, glass, etc.), Ideation sketches (weapon heads, containers, architecture bits) and some technical test (3D Modeling, Texturing, Optimization, Porting, Game Engine Test)
Therefore I have done the fundamental exercise while I proceed with Project 1.
Project 1
For the Project 1, Mr. Kannan required us to design and rendered a hero prop tailored to my chosen world. We need to focus on strong silhouette design, narrative integration and visual clarity for production. We need to include 3-5 concept thumbnails to explore form and function, followed by detailed orthographic views and material callouts to communicate design intent. We need to present the final outcome through a polished panted render, showcasing the prop's role and aesthetic within the world.
Project 2
After I done the Project 1, I have proceed to Project 2. In this task, we have been asked to create a modular asset designed to support environment building within my game world. We need to include 4-6 cohesive objects that reflect the world's visual language and narrative. Since I have done it in the Project 1, I decide to go with 3D by using Blender. I directly create the asset together with the building so that I can use it together in Environment design Final Project.
Final Project
For the Final Project, I have try to developed a cinematic game environment using the hero props and modular asset kit that I previously designed. This work is combined together with the Environment Design Final Project.
Therefore, I have finalize the hero props through 3D but also polished it by using Procreate to gave it some background and have the storytelling.
REFLECTIONS
This Game Art project was a valuable learning experience that pushed me to explore how visual design and storytelling come together to build a believable game world. The project was split into three main parts: designing a hero prop, creating a modular asset kit, and building exterior environment scenes using those assets. '
I started by brainstorming and sketching thumbnails to explore different silhouettes and ideas. For the hero prop, I focused on making sure it had a clear story function and felt iconic within the world. Designing the modular asset kit was also a fun challenge, it taught me how to build flexible, reusable parts such as structures, props and decorations that still look cohesive when placed together in a scene.
When it came to the environments, I created an exterior scene using my assets. I paid close attention to mood, composition and lighting to make sure it felt immersive and emotionally engaging. I also developed blockouts and lighting passes to test how everything fit together visually and spatially.
Throughout the process, I faced some difficulties, like balancing visual style with practical use and keeping everything consistent across different elements. However, I learned a lot about concept development, prop functionality and presentation techniques. This project has definitely helped me grow as a student who specialize in Entertainment and made me more confident in designing for immersive game worlds.


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