ART DIRECTION: FINAL COMPILATION AND REFLECTION
WEEK 1 - WEEK 14
DAVIES ANNIKA ANGELA/ 0362108
ART DIRECTION
Bachelors of design in creative media/ Innovation and technology faculty
FINAL COMPILATION & REFLECTION
LECTURES
WEEK 1
We were told what Art Direction is all about and also saw projects of
previous students work in regards to changing the art direction of among us
mainly.
WEEK 2
This week was really fun and we got to play among us with one another in
class and there was a lot of nostalgia of playing the game during covid
times. We were also briefed on next task which was to give the Pros and Cons
of among us as well as doing the same for our own chosen game
WEEK 3
This week I was not feeling well but I was briefed on an exercise that was
done regarding placing different games on a positioning Map and Artistic
Target
WEEK 4
We worked on our Task for Submission 1
WEEK 5
In this week, we decided on having Fun Run 4 for our game redesign. We
decided to have a dark horror theme and we then had a meeting where we put
our different references
WEEK 6
After gathering our references we then put them in our presentation
slides.
WEEK 7
We presented our slides for the proposal and got feedback from Mr Fitri.
WEEK 8 - WEEK 14
Consultation
INSTRUCTIONS
TASK 1: OBSERVATION STUDY
- Choose a game you like and Analyse it and put that analysis in a presentation.
I decided to choose the game Geometry Dash:Sub Zero which is a game I play
whenever I do not have internet on my phone and its free.
Below is my presentation
TASK 2: POSITIONING MAP
In this exercise we had to place games on a positioning map and artistic
target as well
Positioning Map
Y-axis: Artistic target — from Fantastic to Believable
X-axis: Time/stylization — from Pre-Historic to Futuristic
Geometry Dash SubZero would be in
the bottom-right:
Futuristic and Fantastic — due to its neon, abstract, music-based
world.
Artistic Target
Y-axis (Artistic Target): How emotionally artistic or expressive a game
looks
X-axis (Stylization): How stylized vs realistic the visuals are
Games on the top-right are highly stylized and artistic (like Cuphead),
while those on the bottom-left are realistic and not very artistic (like
Call of Duty).
Geometry Dash SubZero would fall
in the bottom-right quadrant – it’s very stylized and vibrant, but not
deeply artistic or emotional. It focuses more on rhythm, clarity, and
game-feel.
TASK 3:The Redesign
Objective:
- Take an existing game and reimagine its art direction
- Can be treated as a sequel or a completely new version
Scope:
- Redesign only the crucial screens
- Optionally expand the game's lore
Expected Outputs:
- Environment design
- Character design
- Game UI/UX
We were to redesign Iman's proposed game Fun Run 4.F
Iman's game Analysis
For our Redesign we decided on the Theme to be Horror, The Genre is a Racing
game and we had the idea of having a dark creepy forest or town
Our storyline would be that the characters were Kidnapped and were made to
race each other for the pleasure of Kidnappers and the characters only had
scrap paper in the place they are being kept.
Click
here
for the mood board
Moodboard
We then Finalised our design idea and split the work
Hana and I were to focus on Environment design.
We then made our presentation slides.
Final proposal slides
TASK 4: THE EXECUTION
We continued on our progress and I generated some sketches of what assets
to include in the street environment which were
- Street lamps
- Street signs
- Trash cans
- Trees
- Fencing
I looked each of these assets in a Victorian style and began doing my
sketches.
STREET LAMPS
After analysing the victorian lamps I then listen key features of the
lamps and began to do my sketches
- Ornate designs with curls, swirls, and decorative patterns
- Multiple lantern heads, often in symmetrical clusters
- Tapered glass lanterns with pointed or crown-like tops
- Tall and elegant with a strong vertical shape
Sketch of street lamp
I then went on to place this sketch into illustrator and vectorized
it
Vectorised street lamp
I then designed another variation of a street lamp
STREET SIGNS
street sign inspiration
After analysing the victorian street signs I then listen key features
of the lamps and began to do my sketches.
- Hanging signboards in various shapes (oval, shield, rectangle)
- Tall decorative poles with finials
- Bold, clear lettering for visibility
- Vintage or antique look
Sketch street sign 1
I then put it in illustrator to vectorise it.
Vectorised street lamp 2
TRASH CAN
Sketch of Trash can
Then on to make it a vector.
TREES
Sketch of Tree
I used the colours from our colour palette and use 2 colours for
asset.
Rendered street lamp 1
Rendered street lamp 2
Rendered tree
Rendered trash can
Rendered fence
Rendered street sign 1
Rendered street sign 2
I then sent the assets to Iman for her to add them to the world build.
REFLECTIONS
For the first four weeks of this assignment, everything was genuinely
enjoyable. I found myself really engaged in learning about the depth and
detail that goes into selecting an art direction for a game. It wasn’t
just about choosing a visual style—it was about understanding the mood,
target audience, gameplay experience, and emotional tone that the visuals
need to support.
I also appreciated how we explored a broader understanding of games
through exercises like the positioning map. That task helped me see games
not just as entertainment but as carefully crafted experiences, each with
its own place in terms of style, tone, and artistic intent. It taught me
how to classify games more thoughtfully—whether they’re stylized or
realistic, futuristic or fantastical—and gave me a better appreciation for
how design decisions reflect deeper creative strategies.
Overall, this part of the module really opened my eyes to how much
intention and planning goes into art direction and how crucial it is for
shaping a player’s journey. It made me more observant and thoughtful about
game visuals and deepened my respect for the creative decisions behind
them.
For Week 5 to 7 I feel like I did not participate as much do to being sick
and some other personal problems but the process was quite interesting and I
think our idea is good and would be a fun redesign since its a polar
opposite of the initial design of the game.
From Week 8 to Week 14 we just progressed with our work and completed our parts and the design process was actually fun and working with the group was okay. The communication wasn't great in the group. I hope in future I can communicate better with the group and be a better group mate. I would like to thank Hannah as she was my partner in the environment design she helped me understand the kind of style we were going for. Iman was an amazing group leader throughout the semester. I would like to thank Mr Fitri for all his feedback and guiding us through the semester.












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