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.



The design of the Skeld map hall were used to build this pixel art and blue hues from the color scheme chosen were used to follow the same color atmosphere of the original Skeld map hall design.


Shadows and Lighting were added to the pixel art. To emphasize the dark and dangerous theme of the game the hall were given very dark shadows and strong lights emitted from the room and dim lights and blooms from other light sources. Character drawn by Aaron Lee were added to bring out more mystery atmosphere. 




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.


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






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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