Major Project 1/ Task 2: Design Proposition

02/03/2025 - 16/03/2025 / Week 4 - Week 6

Lim En Yu / 0354452

Major Project 1 / Bachelor of Design (Hons) in Creative Media / Taylor’s University 

Task 2: Design Proposition




TABLE OF CONTENTS








Instructions
 
Fig 1.1 Module Information

Fig 1.2 Task 2 Instructions



Task 2: Design Proposition

Change in Visual Style
After we have consulted with Mr Kannan, he suggested us to change a new style. As VR can see all the minor details clearly, if we choose to do low poly style, we will need to handle the propotion, colour scheme, the whole image need to be impactful only can impress the audience. Also, it is better for audience to remember the story of Chinese Zodiac by having a characters, instead of mini games.

Gigantic (Video Game)
Mr Kannan has suggested us some video games like Gigantic, which is low poly as well but they have very nice details and the characters has a specific style themselves. The colour and modelling are very nice and the style is similar to what we are going to do as well.
Fig 2.1 References from Gigantic

Torchlight (Video Game)
Other than that, Mr Kannan has also suggested Tochlight that have some interactions in the game and the visual style is nice.
Fig 2.2 References from Torchlight

References by students
Mr Kannan has also shown past students' works on environment designs. These works showcases how cultural elements can be incorporated into environment like building and wall. The cultural patterns on the wall should be included to emphasis on the culture background.
Fig 2.3 References from seniors

Painted Textures by Mr Kannan
Mr Kannan has shown us even though low poly model can include a lot of details as well by executing texture painting. He will paint the texture in Photoshop first and then pasted the image as texture on top of the model.
Fig 2.4 Painted Textures References from Mr Kannan

Five Elements/ Patterns in Chinese Culture
For the patterns on the body of the Chinese Zodiac Animals, we have take reference to the five elements in Chinese culture which are gold, fire, water, wood and soil. Each of them has specific chaactertistics and patterns that we could refer to while drawing the patterns. Not only refer to the five elements, we have also found references like paper cutting. Usually, paper cutting in Chinese will have different decorative patterns as well like the pictures.
Fig 2.5 Five elements and Paper Cutting

Other than that, the patterns on the wall we have take some inspirations from Chinese ancient wall design, Chinese Porcelain and Chinese Symbols.
Fig 2.6 Wall, Porcelain Patterns and Chinese Symbols

Model Sheet for Characters
In total, we will have 5 Chinese Zodiac Animals which are rat, ox, monkey, goat and rooster. I am responsible for the sketch of rat, ox and monkey. Each animal has their representative elements (water, soil, gold, fire and wood). The pattern's shape and colour will according to the element itself.

Rat (Water)
Fig 2.7 Model Sheet of Rat

Ox (Soil)
Fig 2.8 Model Sheet of Ox

Monkey (Gold)
Fig 2.9 Model Sheet of Monkey

Rooster (Fire)
Fig 2.10 Model Sheet of Rooster

Goat (Wood)
Fig 2.11 Model Sheet of Goat
Jade Emperor
On the other hand, Jade Emperor will act as a guidance during the start and the end of this VR game. We have designed to make him looked cute but full of Jade Emperor's characteristic at the same time.
Fig 2.12 Jade Emperor

Open World Map Planning
As what both of the tutor suggested, we won't have the mini games at all, instead, we have changed it to all the interactions in the Chinese Zodiac open world. We will have 3 islands, and the middle island will consists of 3 themes, Blossom Isle (花影岛), Willow River Village (柳河村) and Emerald Bamboo Grove (翠竹林). We have discussed interactions for different animals along the way of player exploring the map.
Fig 2.13 Open World Planning

Sketches for Environment
Here is the final sketch of our map, which has 3 islands in total and the themes are included in the middle island.
Fig 2.14 Open World Sketch

Blossom Isle
Fig 2.15 Blossom Isle Sketch


Willow River Village
Fig 2.16 Willow River Village Sketch

Emerald Bamboo Grove
Fig 2.17 Emerald Bamboo Grove Sketch
Miro Board: 
Fig 2.18 Miro Board
Project Timeline 
Fig 2.19 Project Timeline

Storyboard:
The storyboard has included a full storyline and the interactions on the island, how the player will meet the Chinese Zodiac Animals and end the game.
Fig 2.20 Storyboard

Stylized Texture Testing:
As we are taking Genshin Impact's animals as reference, we have tried to make the similar outline effect by using texturing nodes that could give the characters a stylized looking.
Fig 2.21 Stylized Texture Testing

Outcome of Stylized Texture:
Fig 2.22 Outcome of  Stylized Texture

Stylized Texture Coin Progression:
Furthermore, we have also texted out how our coin should looked like, but this is just the basic partr to test the material, we will add the sculpting and patterns that representing the animals in advance.
Fig 2.23 Stylized Texture Coin Progression

Outcome of Stylized Texture Coin :
Fig 2.24 Outcome of Stylized Texture Coin

Task 2: Design Proposition
Fig 2.25 Task 2: Design Proposition



Feedback

Week 4:
- Gameplay stages: There are too many stages for us, 9 stages are actually impossible for me to execute. Recommended to cut down to 2 or 3 stages.
-Testings: Still need a lot of testings on Unreal Engine part to know whether we can done it into Unreal Engine or not.

Week 5 (MR KAMAL): 
- Sketches: Very good. But may be for the ox's patterns could be changed to a more orange colour.
- Gameplay stages: Three games is still a lot of work. Would recommend reducing to just one game. Focus on the ending of the whole game. Choose one you can execute with minimal effort (i.e. simple gameplay) but high quality. Your goal is not to sell the story but to sell the experience; therefore your stages don't have to be in order. Do something simple first, if you can execute it well you can try a harder stage.
- Final output: Have it be a game demo. Focus on the visuals. Your concern now is time. 
- Mood board: The specific character references are very good. Good lighting and simple modelling. Achieve that standard.
- Game references (Alba & A Short Hike): Lighting a bit too flat, but the modelling is simple. You can reference the modelling.
- To-do: List out all the assets (i.e. how many trees, mountains, characters, etc.) you can make this sem. You'll need to make turnaround sheets for the characters whose stage you are doing. Show (at least) one finalised concept art in the style of the final product. You should also make a storyboard for the game's UI. Study the technical aspects of your output software (i.e. Unreal Engine).

Week 5 (MR KANNAN):
- Selling point & final output: Relate your output (VR game) to your game topic (Chinese zodiac). You must have a solid selling point. What’s so special about VR? Why should the audience play a VR game to learn about zodiacs? Why choose this art style? Bring in the immersion into the VR. You don’t need to do a gameplay. Look at the benchmark tool and art style of professional games (e.g. Black Myth: Wukong, The Witness, and Hellblade: Senua’s Sacrifice). For example, Hellblade is based around sound.
- Gameplay: You can still do the other stages, but prioritise the two main stages. You can make one level big enough for all the games. You should make map exploration and interaction a priority. Instead of multiple characters, you can explore obstacles (e.g. traps, puzzles), maybe even a final boss (minus the fighting).
- Art direction & modelling: Try not to do low-poly, or else you will have to focus on the game design. High def would be better. You can try combining your current work with the old myths style (Mood Board). Your characters can be more humanoid. If you are doing simple, your designs still have to be appealing to the audience (e.g. Torchlight, Gigantic - High texture, painted-on style). Push the limit of the modelling and art.
- Texture is very important for simple styles. Determine which elements can be repeated to lower your workload (for environment and characters). Your models can be simple, but with highly painted textures. Your game should be imbued with Chinese culture (i.e. symbols, typography, textures - e.g: Black Myth: Wukong, The Monkey King Netflix; environment - e.g. Abominable, Wish Dragon); this is your Task 2 research and testing. This is storytelling and visual communication. Study first, make sure your art direction is solid before you do anything.

Week 6: 
- Environment references (The Witness): This is good. Better than before. You can use free models of similar styles for some of the assets. 
- Animal concept art: The yellow of the Ox looks like fire. You can make it more orange. For the gold element animals, make it more gold. Your modelling would have to be all triangles so that the output will be higher poly.
- Art direction: The painted textures will take a lot of time. In Blender, some shaders can imitate a painted style. 
- Gameplay: The obstacles are in the way of what the player is trying to achieve. E.g. 
- To-do: Show gameplay interactions. Finalise concept art.





Reflection

It is a bit adventurous for us to change our visual style on Week 5 as we have already started everything half way and we need to redo the sketches and research for visual references. However, I actually think that it is better than we change it during Major Project or didn't change it at all. Luckily it's not too late, and we also managed to handle it well by rushing the skecthes!

Mr Kannan has shown us a lot of good references while he adviced us to change the visual style so that we are not too lost and panicked. I personally preferred the new style as I has always been worried about how I should conduct for low poly style. Also, it did take some time for us to think about the open world interactions as we have changed the games as well. Again, luckily we changed it not too late hahaha.

Through every feednacks and advices given by the both tutor, we can learn a lot everytime. For example, we know the importance of visuals, cultural background and the feasibility of conducting the project. We managed to consider whether we able to execute what we are planning or not.

There are still a lot of testings we need to work on, but due to the last minute changes, we did not able to do much testing on modelling and Unreal Engine part as we are rushing on sketches and the researches. I am glad that I have my groupmates to work together, if I work alone it will need SOOO MUCH time!

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