Art Direction Final Outcome
Park Hyoung Yoon (0325165)
Bachelor in Design (Honors) in Creative Media
Art Direction
MIB
Art Direction
Game Arts Redesign - Among Us
For this module, students were to form in groups and redesign a game chosen by
the lecture, Among Us. For the first week, students were given task to
research on the game Among Us and form is - is not analysis that defines the
groups new direction of how the game would be changed.
From cartoon. family friendly style, the group decided to bring out more dark
and dangerous theme of the game with pixel graphics with 3D lighting and apply
more serious, gory atmosphere to the game.
Miro Board Link
Research Analysis Presentation
Proposal
For proposal. color schemes and mood boards were chosen to proceed with how
the new game design would look like. Pixel games were researched such as The
last night, Search Party and Eastward to set the game atmosphere and art
styles. As pixel art style was chosen, the size of the map and the character
took critical part in the game design as the scale decides how detailed the
art would be.
It was decided to have 75 - 100 pixel sized characters and build and adjust
the map size based on the character scale. Among Us game contains characters
with same design but in different colors for players to identify their own
characters. Our group decided to add different personalities based on the
colors and apply various appearances to each characters. Tasks were divided
among the group members, I was in charge of map design, Lee Sean for UI and
typography and Aaron Lee for character design.
First experiment of pixel art
Color Scheme
Color scheme were chosen to follow so that the characters and map to blend in
well together.
Map Design Proposal
Skeld map was chosen to redesign as it was the most played map and people
would be interested in how something can look different but still be
familiar.
The reactor room original map was redrawn with pixel art in grey scale to
see how the game would appear in the art direction we chose. The character
height was set at 50px at first but then later changed to 75px to 100px as
it was too small.
Skeld Map Pixelated
Pixelated Props
Proposal Presentation
Final Project
The group proceeded from the proposal to refine UI design, Title screen,
character design development based on the color and map design.
The whole Skeld map were redesigned to have more details and to contain
more serious and gory atmosphere based on the is-is not analysis.
Map Redesign Mood Board
Pinterest link of collected artworks - https://pin.it/7oz6Etu
Lots of sci-fi artworks of interior design of spaceships and rooms were
used to redesign the new Skeld map. Sci-fi movies such as Aliens,
Prometheus, Clover field Paradox and Interstellar were also used as
references.
Artwork for the in game title screen had to be drawn in pixel art style
with the interior design of Skeld map. One art work was used as a base
guide for perspective.
New Skeld Map Sketch
Few big differences point out, the cafeteria is divided into two
levels. Where the upper floor is the dining room and the down floor is
made to spend leisure time such as playing pool and so on. The oxygen
room were filled with plantation to collect oxygen. Storage room
layout is changed where crane is moving crates from lower floors,
shield room and weapon room has same layouts with the original map but
added more props to apply more visual elements.
Final Redesigned Skeld Map in Pixel Art
Shadows and Lighting Added
Due to time restraints only half of the map was rendered out. I've tried
to keep the color as similar as the original so that the new design won't
look too different. Same layouts and room floor patterns were used to keep
at least one or two features of the original design. It was difficult to
keep the vents location the same as the original so they were slightly
changed.
Reactor Room
The reactor design changed to a reactor sticking out from the ground
to make it more dynamic. For lighting, few colors were mixed in such as green for the reactor and purple for the screen on the wall to give more. Vents were also slightly lighted up as it was difficult to see
without any lighting.
For engines it was given in a steampunk vibe with pipes and warm hues and orange and yellow lighting. Orange boxes would be where the players could fill fuels, and to add reminiscence of the original map, same floor patterns were used.
Engine Rooms
For engines it was given in a steampunk vibe with pipes and warm hues and orange and yellow lighting. Orange boxes would be where the players could fill fuels, and to add reminiscence of the original map, same floor patterns were used.
Security Room
Security room was made to be more sci-fi with green hologram screens
where it lights up the room. Strong yellow lighting was added to bring
out the hologram effects.
Med Bay
The med scan machines were replaced with chairs because it looked more
reasonable for doctors to examine the patients while they are sitting
down. As the only light source in the med bay was from the monitor, strong
lights were added on the monitor to apply hints of light throughout the
whole room.
Electricity Room
In the electricity room all of the messy wires were removed and arranged to have a clean circuit appearance. Electricity generator was placed in to make the room more interesting and the rest of the parts were simplified.
Hallway 1
Hallway 1 is the only hallway with a brown hue. As there is no light
source the hall floor was given subtle light. The original design of
the texts with blue and green texts with lines did not fit into the new
map design, so it was simplified to simple yellow texts written on the
entrance of the room
Hallway 2
Hallway 2 design is used for all the other hallways. I've tried to follow
the original design of the hallway as possible as players would spend most
of the time in hallways. But The guides for other rooms were painted in
white to keep it more simple. There are multiple lighting elements in this
hallway design, so less lighting was applied on the floor but emphasized
on the lighting on the walls and reflection of the yellow lights on the
floor.
Final Presentation
Rookies link - https://www.therookies.co/projects/29838
Reflection
Overall this module was one of the most interesting module that I have ever taken. Also I was very lucky to experiment with new art style of illustrating in Pixel art. I have learned how to build basic structure and redesign games and experiment how something totally different could carry familiar atmosphere, vibe. I have developed more skills in background designs which I have never tried before. Although Pixel art seemed easy at first, it was very challenging to draw outlines. Diagonal lines and curves had to be calculated as it tends to look awkward most of the times when it was drawn by free hand. In the end I've just avoided using curves as much as possible. For lighting lots of experiments were carried out as it is applied to pixel art. Masking and overlays were used in the end to reach applicable results. Overall I have enjoyed this module and learned lots of new things that I are very helpful and could apply to future studies and projects.



















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