Stardew Valley is a farming simulation game developed and published by ConcernedApe on 26th February, 2016. The game is full of colour, and tells the story of the player character moving to the country to inherit her grandfather’s farm. The main target audience for the game is teens to young adults: This is due to some of the more serious themes weaved throughout the different characters storylines, such as alcoholism, Depression, Suicidal thoughts, Infidelity and
PTSD. The game’s PEGI rating is a 12 - due to gambling mechanics later on in the game, PEGI decided it wasn’t suitable for children.
Due to the bright, colourful look of the game, and the calm nature of running your own farm, many people may mistake the target audience as being for younger people. This is quite an easy misconception, as the themes are so subtle that people may not pick up on their inclusion. On the other hand, Stardew valley is also so easy to understand that many older gamers have picked up the game. According to a thread on reddit, one user said they were a ‘70 year old married Mom of two adult children. I have over 2300 hours playing.’ Another said they were ‘41. I don't have kids. SDV is pure relaxation for me. My farm house is completely undecorated but I am making buckets of money lol.’ This wide range of players has made Stardew Valley an indie development success story, breaking out of its target audience to a wide degree.
Godeem23. (2021). How old are SDV players?. [Online]. Reddit.com. Last Updated: 9th July 2021. Available at: https://www.reddit.com/r/StardewValley/comments/ogq82j/how_old_are_sdv_players/ [Accessed 15 September 2023].
Just Cause 3 is an Open-World Action Adventure game developed by Avalanche Studios Group, and Published by Square Enix. The game follows series protagonist Rico Rodriguez as he returns to his homeland to free it from the clutches of a Dictatorship.
The target audience of the game is teens and adults, as gameplay features depictions of violence, as well as character injury. Whilst the game has light moments, comedy relief character ‘Mario Frigo’ creating some great memorable moments, There are also moments that may be distressing to younger viewers - This is reflected through the game’s PEGI rating of an 18.
The gameplay difficulty is also focussed for an older audience - I started playing Just Cause when I was 13 years old, and found that whilst the game looked beautiful and was fun to play, the difficulty level was quite frustrating at times. Playing the games now, they are a lot easier as I have had more experience playing similar games since my first playthrough.
The devs entice their target audience with the promise of the open world sandbox - many features of the world are destructible, and can be used in combat to eliminate enemies [ie: tying an enemy to a gas can and shooting them into the sky]
Splatoon 3, released on 9th September 2022, is a Third-Person shooter developed and published by Nintendo. The game revolves around humanoid squid and octopi creating a new society after the fall of humanity, based around things like fashion, music, and a battle turned competitive sport called ‘Turf War’. The main focal points of society in splatoon echo those within our own, which I believe helps us as humans not seem so different from the Inklings and Octolings.
The main competitive gamemode of ‘turf war’ also helps to introduce the mechanic of shooting coloured ink to cover the ground using a variety of unique weapons, some seemingly created from everyday items left over from the human race. A stand out characteristic of Splatoon that distinguishes it from other 3rd person shooters is its large number of weapon builds, that include a primary fire, a secondary fire and a ‘special’ - an ability that builds up over a certain amount of turf covered for a powerful advantage.
The UI of the game is one of the stand out characteristics, giving the player a punky feel using design elements like graffiti, haphazardly placed stickers, and ink splatters to tie back into the ink elements of the game. It helps to root the game in the context that the player character is always looking to be ‘fresh’, or cool, and a widely used stereotype for teenagers is their need to rebel against superiors.
Fallout 4 is an open world RPG game developed by Bethesda Game Studios and published by Bethesda Softworks. The game is a stand out within the RPG market, characterised by its retrofuturism look and differentiated from other games with this same aesthetic by its post apocalyptic twist. The filters and colours used throughout are dulled down and bland, to simulate the aftermath of a nuclear apocalypse, whilst also rooting the game in a realistic artstyle.
Gunplay is a massive part of the game, weapons going from being built from scrap to being able to fire miniature nukes, and to help keep the context of the game included within the devs, within the artbook the concept artists expressed that they approached many of the designs ‘from the point of view of a resourceful wastelander who knows nothing about guns but is trying to make ‘gun-like’ contraptions’. This thought process helped to create weapons that feel like they fit within the context of the game, and that feel characteristically ‘fallout’.
The main UI of the game is a really interesting take on similar systems, using the bulky in-universe device of a ‘pip boy’ to house the characters stats, inventory, missions and even a map and radio stations. A feature I think is a stand out is the immersion of the player character’s hand messing with the relevant switches and buttons on the device whilst the player scrolls through the various menus. The old fashioned look of the screen, using only green in different shades and hues, helps to keep the 60’s atomic era aesthetic rooted throughout the game's visuals.
‘Quick Chicks’ has a target audience of children and teenagers- The game has a blocky, low poly art style with bright colours that is enticing to many ages. Quick Chicks will cater for its younger audience with easy to understand graphics and controls, which means that anyone of any age can play. The game will try to cater for the target audience of games such as Mario Kart and Forza, with different racing teams and character customisation to make the bird character you play more personal to the player. As well as this, the game will have a variety of different courses with different aesthetics and themes, which will make sure it has visual variety.
The competitive nature of the game helps to entice adults to play the game, as many adults who play games like Mario Kart play it more for the online competitive modes. Different game difficulties will help to make the game more accessible to people of many different ages.
‘Quick Chicks’ is a 3rd person action racing game. The game revolves around 3 different racing teams fighting to come out on top, composed fully of birds. The game can be characterised by its simple, low polygon art style, with bright colours that take the game away from realism and into a more fun, made-up universe. Context on the universe is going to be quite simplistic, as not much context is needed to understand the universe and storyline.
One of the main features of the game is the character customisation, where the player can choose from a selection of different species of birds, as well as different colours and costumes to look the most ‘fly’ on the flight path. Furthermore, the game has a selection of different flight paths [race tracks], set within nature as well as in built up zones. This game stands out from other racing games, as the mechanic of flight comes with the limitation of stamina - birds can’t fly fast for long periods of time, and different species have different pros and cons.
The selection of birds is another massive contextual interest for players - as the game is set in a made-up universe, there are pre-existing bird species being included [such as pigeons and parrots], however they can be physically modified to create a unique build. The modifications can include an extra set of wings for more power, smaller sizes for easier manoeuvrability, and bigger wings for more damage when colliding with other racers.
I firstly started off my research by creating a brainstorm. This was vital, as it acted as a kick off for my other areas of research for the project.
I focused on 3 important elements for the early development of my game - idea generation, mechanics and art style. Within these subcategories, I thought about how I wanted my game to look and feel, and used games from within my knowledge to create ideas for my own game.
One of my favourite ideas is the different racing teams with unique colours - my plan is that the player can pick a team at the start of gameplay, and their repective bird will wear a vest of that colour! On this same wavelength, I believe that character customisation in the form of different, maybe unlockable, hats.
Now that I have this brainstorm to base the rest of my research from, I plan to create some moodboards based on my different ideas.
Quick Chicks: Racing team mood board.
whilst making this moodboard, I worked hard to give each team an aesthetic and feel of their own, whilst also sticking to the main aesthetic of 'racing'. For example, I wanted the purple team to feel mischevious and evil, so I used images that I hoped would pass this thought along to the viewer.
Each team's feel are as follows:
Purple= evil, always cheating to be at the top.
Blue= made up of novices, who are bad at racing and always seem to injure themselves.
Yellow= full of older, more experienced racers. Take younger racers under their wing to help them thrive.
Red = a pretty standard team, determined to win but by legal methods. Their main opponent is the Purple team.
I plan to use this moodboard within a questionnaire, to see how my respondents feel about each team.
Quick Chicks: Art style for characters/scenery.
I created this moodboard to solidify how I want 'Quick Chicks' to look. The low Poly art style helps to keep the game looking simple, as well as giving it a more retro, unique look compared to many other racing games of today.
Quick Chicks: environment ideas
I want to create race tracks in a variety of different environments, so I Decided to look for different references from both nature, and urban areas.
When conducting research, I tried to gather information from a large variety of respondents of different backgrounds, so that I could see the view of an outsider to games, as well as people who have played games before!
I tried gathering information about a broad range of different topics, such as target audiences, art styles, genre and peoples personal preferences. This is why I believe that this questionnaire is successful - it covers lots of different elements of my game concept, in easy to answer questions.
The information I received was really interesting! it made me realise that a lot of my respondents has similar views about this concept as I, meaning that my concept could be successful! Furthermore, I was given some great ideas for different bird breeds to include, as I wasn't sure which types of bird I wanted to include.
As I want to learn how to 3D model assets for my game, i decided the best thing to look at would be a tutorial for the most important element - the controllable bird. Whilst this tutorial is for autodesk maya, I believe that I will be able to translate what I've learned watching this tutorial into 3DS Max.
I will be using 3DS Max to create assets for this project, so whilst this video about low poly trees in blender might not match the workflow of my chosen program fully, I believe It will be useful to gain inspiration on how to create different types of trees!
Whilst I won't be using blender to make my 3d assets, I wanted to gather inspiration on how to make different looking bird breeds. Whilst the differences between my breeds will be subtle, I think this tutorial will be vital in showing me different ways to make each seperate asset stand out.
I want to learn how to rig my own models so that they can be animated for my game [bird wings flapping whilst flying around the track], so I decided that finding a rigging crash course would be vital for creating my project to the highest standard.
Looking for easy to follow tutorials for 3DS Max was quite difficult, however I believe this video will be great for helping me to learn the software! Each step is explained to a high standard, and simple manner - something that will be extremely useful for me as a beginner.
I want to create different types of tracks for my racing game, especially urban tracks! To make this idea a reality, I looked at simple tutorials of how to make urban assets. Whilst this video is for blender and not 3DS Max, I believe that it could be useful in giving me a starting off point for my own assets [as well as a large volume of different ideas!].
To create concept art for my game, I realised I would need to learn how to draw birds! Looking online, I found this PDF, which goes into great detail on each step of the process. I believe that I have a good understanding of form and shape, so using the steps detailed here should be quite simple!
To further my understanding on drawing birds, I sourced a second guide, which goes into further detail on the different required proportions, as well as how to sucessfully draw the animal from different angles. I believe that this guide will be more useful then the first I found, as it goes into greater detail on the elements needed for any bird, rather then focusing on how to draw vary static looking illustrations.
To make my concept art look more realistic, I set about looking for a tutorial on how to successfully paint bird feathers. Whilst I want to make my game in a low poly art style, I think it would be more effective to create my concept art in a more realistic style, as it means that I can simplify my concept artwork when it comes to creating and texturing my 3D assets.
You can't have a racing game without an environment to race within, so I decided to find a couple of tutorials on how to create environments. I really like this tutorial, because it is nicely organised and sectioned: if I want to look at how to draw trees for example, I can go straight to that section of the video. This makes it super easy for me to find what I'm looking for!
I also found another video for backgrounds and environments, but this time themed around a more urban area. Within my game, I want a mix of tracks set in nature, as well as tracks set within an urban city. This video is useful, as it goes into detail about perspective - an element of environment drawing that I still need to get to grips with.
Part 3: Planning for Characteristics, Contexts & Target Audiences.
Part 4: Creation for Characteristics, Contexts & Target Audiences.
When creating the concept art work for the player character, I first used the tutorials gathered during my research to get used to drawing birds. After a few attempts, I came up with the idea of creating quite a round, bulbous looking bird. I feel this would look great in my game, as it would transfer quite nicely into the low poly art style! I used the picture shown to the left for inspiration, and after creating the first perspective I then created a turnaround that could be given to my 3D artist so that they could create a model!
When creating the open winged concept art for my player character, I looked at referance photos to gain an understanding at how bird wings look. I then used what I'd learned to create the artwork!
'Orison', from Star Citizen: The gradient of the skyline of this floating space city gave me inspiration for the sky of my own artwork!
As environments are a new type of art for me, I worked on creating a piece of work that was simple, and managed to get my point across. I first started with Quick Chicks' desert level, which I wanted to be set at sunset. I started by creating the gradient for the sky, placing a rusty red hue below a royal purple and using a gaussian blur between them to create a successful gradient. I then created the main landmasses, before adding the river and beginning work on creating the main focal point of the piece - the pyramids. I struggled with the placement and size of these, as I was trying to conform with the 1 point perspective I have active within this piece.
After I managed to get them placed according to the perspective rules, and moved onto the details of the piece- adding texture, by creating sand dunes and waves in the river. I made the sand dunes using experimentation - the method that worked was creating a line in a darker colour, and then using the smudge tool to fade the bottom of the line of colour into the sand. I feel this created an effective look of sand dunes! I then added small areas of vegetation by the water, an oasis, and the piece was complete!
I believe this piece is an effective piece of environment concept art - It has stand out focal points, like the river, pyramids and oasis that will help the 3D artist and level designers to create a successful and interesting level.
For my next piece of environment art work, I used a mountainous region with a small waterfall and multiple levels as my inspiration [seen in 1.] I really liked the verticality, and feel like this could make a really fun level for our game!
I started by creating the back landmass, with the goal that it would look like a massive mountain. I then created the parts of the mountain that would be closest to the viewer, before adding the waterfall and its lake within the center of the landscape.
Once these base layers were down, I moved onto texturing, adding grass to the parts of the mountain closest to the viewer, as well as a rock texture to the mountains. I added vegetation around the lake, as well as on top of the newly added landscape elements framing the waterfall.
Overall, I think that this piece is effective! It shows what I want the level to look and feel of the level to be. Furthermore, after showing my peers they made a connection that it looked like the environment of rapunzel's tower in 'Tangled'!
1.
2.
When sketching concepts for the winners trophy, I experimented with various different shapes and configurations. I was inspired by many different trophies I seen over the years [no.4 is based off of an award my own sister won during secondary school]. I ended up really liking the egg design of number 3, as it gave a baroque feel that could be justified within-universe as the birds stealing it from a rich house! This is why I chose it as the final design.
Overall I found this activity really fun! It was a fun way to inject some character into the game, using different shapes and inspirations to make my trophy look like a worthy prize for the racers!
My next step is to create a polished asset that can be used for our game! I plan to use this asset as a chance to progress my colouring skill, as well as to learn how to create different materials.
When creating my main menu concepts, I tried to use lots of different design motifs and shape language to make it look interesting for a younger audience, whilst also making it easy to understand. When starting off, I started with a lot of egg motifs, which gave quite a minimalist look that I feel could look quite boring. I then experimented with adding elements of Darlington town center, as the client expressed an interest in the game including elements of our town. In the end, I did a mix of the two ideas - an egg in the foreground, including the logo of the game and the buttons, with a skyline of darlington landmarks in the background! I feel this balances the line of an easy to understand UI with a more nuanced and visually interesting background.
Now that I've planned out my game's main menu, I need to create a polished background that could be used within the game. I have had the idea to create a loop, where the background will be constantly scrolling to the side behind the menu elements. I think this could be a really cool visual for the player, as whilst they want to play the game it may make them linger on the home screen to see what darlington landmarks they can spot.
When creating my final trophy asset, I started with a sketch before colouring with a flat colour. It was at this point I also added the 'winner' text, as well as any detailing [such as the engravings of the birds].
After this point, I started on the jewels - At first I started trying to create a more angular, cartoonish looking jewel, however I got stuck with how this could work so I asked for help. The way I created the final look was to start with a base blue layer, then I tried to balance the light tones and darker blue tones to create a jewel like look. I believe this ended up looking really effective!
Happy with my progress, I moved onto shading and texturing the piece - I used a multitude of brushes to get a decidedly 'metal' texture for the egg shape, before shading it in a way that made it look 3D. I then sourced a wood texture brush for the base, which I believe makes the piece look that much more real!
After texturing and shading, the piece is complete! I couldn't be happier with the result, and I feel I achieved what I set out to create.
Within the game. the asset will have a clear background for easier and more seamless use, However I have displayed it with a background here for easier viewing.
Now that this asset is complete, I can move onto creating the assets for my game's menu!
The logos for Quick Chicks and Shifter were created when my team were pitching our concepts to the client. For Quick Chicks, I tried to give the logo a whimsical nature, with the bird flying between the title giving the feel of the birds weaving in between the buildings of our Darlington level. It also includes a small cracked egg, which is a design motif used throughout the branding for the game.
Overall it was a really fun activity to create a logo for the game! It helped make the project feel more official, as I have used it as on all of my official concept artwork. Furthermore, this is another asset that can be used in the final product!
When creating the background for my game, I aimed to create something that was colourful and fun, fitting for a game with a target audience of children. Furthermore I also aimed to include references to the levels within the game, such as landmarks from Darlington as well as scenery from our desert and forest levels.
Whilst creating the piece, I really wanted it to create a continuous loop, as I felt a scrolling background in our game would be really effective! I managed to accomplish this by splitting the train station building in half, so that it would connect perfectly when looped. I also had to extend the image when editing the loop video for the background, as I hadn't taken into account that the loop would have to end with the first frame of the image looked like [from the left upto half of the middle blue building.] My life was made a lot simpler in this regard with the continuous loop, and it was a case of adding the extra amount on the end.
Another element I had to edit was including elements from all the levels - I had created mountains in the background so that they could showcase the forest and desert levels but in practice I felt it made the piece look too cluttered. This is why I decided to keep the mountains, but exclude the extra elements.
Within this piece, I used tracing to help the landmarks look more realistic. This was a really useful tool, as I feel if I hadn't traced the buildings wouldn't have come out looking as good as they did.
The final loop for the menu background - It creates a seamless loop so that will slowly pan across the background of our menu.
I also created the floating egg asset, as I wanted the menu buttons to be separated from the background. I feel this was really effective!
The process of my artwork, from the sketching to the details. This art took 13hrs to complete.
Front view
Side/Back view.
When texturing the bird model, I focused on keeping the line between realism and a more simplified style balanced. I did this by colour blocking the main stand out features of a Pidgeon [such as the black feathers in the wings and the almost iridescent green and purple hues of the neck], leaving the rest as a teal green colour. I believe this makes the model stand out as a Pidgeon, and not just any other bird. Furthermore, I also believe this helps give the model some visual interest, as otherwise it would look very simple.
Another technique I used was texture - over the colour I added an almost feather like texture, which I believe excels the model beyond a simple recolour by adding some visual interest.
Overall, learning Adobe 3D Painter was quite simple! I believe that this was made easier through my understanding of adobe photoshop - I felt that the two softwares felt comparable in their format and layout, and I was quite easily able to work out how to use the software without looking up tutorials. As this was my first time texturing a model, I believe the final resulty was satisfactory, and would fit within my team's game really well!
Part 5: Evaluation for Characteristics, Contexts & Target Audiences.
For my work experience project I was part of a team creating a racing game, titled ‘Quick Chicks’. This game is a racing game, in the same vein as Mario Kart, however using the sport of pigeon racing as the main inspiration.
During planning for the game, my team decided for the game to target a younger demographic, which means that it would be more commercially playable at the clients indoor gaming centre. We also decided on a low poly art style, which we believed would make the game more viable to complete within the given development timeframe, as well as having a childlike charm which would fit for our desired audience. To keep it simple, we settled on creating 3 different racing courses [a forest, desert and town level] with varied track layouts and different power ups that the player could use to gain an advantage. A massive part of our plans for the game was the character customization, where players could choose from a wide selection of different bird species, each with different pros and cons. The player would also be able to physically enhance these different species, such as adding an extra set of wings for more power, or making the bird smaller for easy manoeuvrability. Another element of this was the costumes, which my team imagined players could unlock through winning races.
Overall, Many of the main elements of the game had to sadly be cut due to time constraints. One of these main features was the character customisation - during the concept art stage, I decided that due to only having about 6 weeks to complete the game, It would be better for everyone in my team if we minimised the workload. This is why I came to the conclusion to lean into the game’s roots of pigeon racing, and decided to take my concept down this route. I also chose to use simple shapes when creating artwork for the main character model, as I knew that My 3d artist would have to use this work to create the finished model. Overall, the final model fits in with the low poly art style, whilst also having enough charm to captivate a younger audience.
Furthermore, Another element that was removed was the outfits, as we didn’t have enough time as a group to create the work necessary to integrate this into the finished game.
Whilst the game we have created is not close to being complete, I do believe the elements we managed to create were to a high standard and do help a viewer or tester to see what we were trying to create. One element that I am really happy about is the texturing of the pigeon model - I believe that whilst it fits in with the low poly, almost colour block art style we were going for, The details of the texture like the iridescent green and purple on the neck really help to give it a small sense of realism. Furthermore, another asset I really enjoyed watching development of was the racing AI - the programmer of this asset had a lot of issues with the programming, and I believe he overcame these issues to create a great asset that could definitely be integrated into the final product and level block outs.
Overall, whilst we have not managed to create a finished product, I couldn’t be prouder of me and my team for the hurdles we managed to overcome to create the assets that we did. I believe that if we had more time, we could make a playable demo that would be enjoyable, and would give the player an idea of what we had in mind when creating Quick Chicks.
For my work experience project, I was tasked with creating a game as part of a group of my peers, which would be playable in the client’s indoor gaming centre. When starting this project, I knew that I wanted to further my skills of environment art, as well as learning how to 3D model and texture assets. These were the main skills I focused on building throughout the project.
At the start of the project, It was decided through unanimous vote that I should take on the role of my teams ‘project manager’ - a role I took seriously throughout the project. My duties included creating the main asset list, project deadlines and creative direction for my team. Whilst I believe I did my best at delivering what was expected of me, I feel that my own personal issues with the project made me a lousy leader. I feel that I didn’t support my team enough to get a finished project by the end of our development cycle, and whilst I’m really happy with what everyone managed to create I feel as if I could have done more to make sure that the game was completed on time.
WIthin the project, I managed to build upon my knowledge in most of the subject areas I wanted to learn! One of these areas that I really enjoyed having a go at was asset texturing using Adobe 3D Painter - a software that I had never used before! I found that when texturing the model, my previous experience within Adobe Photoshop helped when it came to the layout and format of the software. Saying that It was my first try at using the software, I feel that the end product looks great! Whilst I’m not as happy with my progress in this area, another subject I expanded my knowledge within was creating environment art. It has been a subject I have always struggled with - I prefer drawing characters over environments - and whilst I focused on perspective within my environment pieces I feel that they could be improved. One improvement I feel I could make is in relation to different elements within the pieces: Within the concept for our forest level, I feel that everything blends into one, with no visual separation. This is something I plan to work on improving within my own time, so that I will hopefully have a better understanding of how to structure environment pieces.
Overall, I found this project educational whilst also draining. Since coming back from summer I have really struggled with motivation - An issue that I have been having throughout college that I am trying to have diagnosed. This has left me feeling drained at times, with no motivation or want to complete the work set out. This really dragged me down at times, as It made me feel inadequate or not good enough, which is a massive mental block that I am trying to work around. I do believe that being project manager didn’t help my motivation, as I felt the pressure of making sure everyone else in my group was completing work when I myself didn’t want to either. Looking back, if I hadn’t volunteered to be project manager I feel I would have found this project slightly easier, as I wouldn’t have felt like I was carrying the burden of my whole team with my personal problems, just myself. I still managed to learn lots of useful skills during this project, as well as my boundaries so I know when I could get burned out in the future.