Unit 12: Specialist study in creative media production
Unit Aim: This unit will require students to research and critically examine the influence of historical and contemporary contexts on their own practice. The unit will enable the student to demonstrate a greater depth of understanding of their discipline and place within it.
Intent: Provide you with hands-on experience of an alternative job role within the game design & other creative media fields. The goal is to enhance your practical skills, foster a deeper understanding of your chosen field and simulate a real-world scenario to prepare you for future roles in the industry.
Implementation: You will be assigned individual job roles. This week, you will work on tasks and responsibilities associated with your designated roles. Regular check-ins, collaborative discussions, and resource sharing will be facilitated to encourage teamwork and a holistic understanding of the game design process.
Impact: This lesson aims to have a lasting impact by providing you with first-hand experience in a specific game design role. The immersive nature of the assignment will deepen your understanding of the complexities of your chosen role and cultivate a sense of collaboration, critical for success in the game design industry.
Soft skills: Supportive working practise, Time Management, Communication, Adaptability
Industry: These sessions directly align with industry practices by simulating realistic game design pipeline roles.
SMSC: You may encounter ethical considerations related to decision-making within their roles, contributing to moral awareness. Engaging in creative tasks and problem-solving may evoke a sense of spiritual fulfilment as participants contribute to the development of a virtual world. Recognising the diverse contributions of various roles mirrors the cultural diversity within the global game design community, promoting a broader understanding of cultural perspectives.
This week is a simulation of various working environments. You are allocated a job role based on your research from week 1. This week's job will give you a direct comparison to the role you undertook last week. Whatever role you picked you should still be documenting and following the process below:
What do I do?
For each part of this task you should follow the following method:
1 – Research (written and visual with notes links/evidence)
2 – thumbnails and early ideation
3 – design development with reflection
4 – Some refining of your designs
5 – finished/collated images ready for presentation
On your google sites:
Each step should be clearly documented and reflected on.
Overview:
The 11 Second Club is a monthly character animation competition. Animators from all over the world participate, animating a character speaking a line of dialogue provided by the club. Throughout the competition, participants can share their progress with each other and critique each other's work. At the end of the month, everyone votes for whose submission they consider the best for that month. The idea is to give animators a chance to practice their skills in a fun, challenging environment.
What do I do?
For each part of this task you should follow the following method:
1 – Research (written and visual with notes links/evidence)
2 – thumbnails and early ideation
3 – design development with reflection (use the 11 Second Club work in progress page)
4 – Some refining of your designs
5 – finished/collated images ready for presentation
3D Artists!
Grab a rig from 11 Second Club, they have plenty to choose from. Learning how to use them will be challenge in itself but it's an excellent thing for you to learn.
The Task:
You will enter this month's competition! Animating the sound file provided. How you interpret the audio is completely up to you.
Rules:
Copyrighted rigs and/or character designs will not be allowed in entries unless the entrant has the right to use the rig and/or design. The "Azary" and "Ashrafi" rigs are specifically NOT allowed.
Don't edit the sound file (beyond adding silence before/after if needed - please try to keep the extra time to a minimum, winning eCritiques will not include added time)
Don't put your name or contact info anywhere on the actual video (this makes voting unfair).
Don't try to upload files more than 10MB (the server will automatically reject it).
Don't use anything overtly offensive (this is not the place for crude sexual humour, extremely violent imagery, or intolerance towards any culture/religion/gender/etc.) This is also not the place for political statements of any kind.
Do have fun! :)
Overview:
3D character artists create digital 3D models of characters for films and video games. Models are often based on illustrations drawn by a concept artist.
In games, character artists work closely with creative and technical teams to drive the visual quality of the game and maintain a consistent character style. In the competitive gaming market players now expect high-standard graphics, it is up to the character artist to deliver on the overall artistic quality of the game.
You will need to balance the vision of the concept artist and the needs of the players.
What do I do?
For each part of this task you should follow the following method:
1 – Research (written and visual with notes links/evidence)
2 – Blocking out
3 – Refining shapes
4 – Adding details
5 - Texturing and colour
5 – Finished/collated images/render ready for presentation
The Task:
2D to 3D
Take a turnaround from the ArtStation link here. Using the 3D software of your choice you'll be responsible for translating this character into 3D.
Use the turnaround sheet as your reference
Aim to recreate the character as accurately as possible
Overview:
The role of the Character Designer is to visualise and develop the look of animated characters for films and games. They work from the script or storyline to turn descriptions into images, to give form to personality and characteristics. Breathing life into abstract ideas is the primary focus of the Character Designer.
What do I do?
For each part of this task you should follow the following method:
1 – Research (written and visual with notes links/evidence)
2 – thumbnails and early ideation
3 – design development with reflection
4 – Some refining of your designs
5 – finished/collated images ready for presentation
The Task - Character Ideations
You are to consider the elements involved in character design for games, animation and other entertainment media that allow for visually and culturally diverse characters. You should evidence research and thinking related to character design in games and beyond that has been both positively and negatively received. You should consider stereotypes versus archetypes and issues related to contemporary representation, based on cultural identity, health and purely aesthetic considerations. You should also look at why particular styles of characters are used within particular games/animation/film, and the various types of character design/styles already in the world
Part 1 - Anatomy & Design
You are to consider the elements involved in character design for games, animation and other entertainment media that allow for visually and culturally diverse characters. You should evidence research and thinking related to character design in games and beyond that has been both positively and negatively received. You should consider stereotypes versus archetypes and issues related to contemporary representation, based on cultural identity, health and purely aesthetic considerations. You should also look at why particular styles of characters are used within particular games/animation/film, and the various types of character design/styles already in the world
Part 2 – Showcase
Use industry conventions such as character sheets and rotations, and even comparison sheets to show how diverse your designs are whilst standing beside each other…
Overview:
Environment artists make awesome places in which games can be played. They create fantasy landscapes – spooky dungeons and moody wastelands – and real-world places like offices and playgrounds too.
They often start with 2D art created by a concept artist and turn it into a believable environment in 3D. Sometimes they use photographs, sometimes their own imagination. Environment artists carefully consider the level designers’ gameplay requirements. They find out what’s mission-critical and ensure those elements are included.
At entry level, environment artists learn about the technical constraints of the game engine. something more experienced artists are expected to consider all the time. If they create an environment that’s too detailed, it could cause the game to lag. Consideration of technical aspects such as polygon count within the environment can prevent that from happening.
What do I do?
For each part of this task you should follow the following method:
1 – Research (written and visual with notes links/evidence)
2 – thumbnails and early ideation
3 – design development with reflection
4 – Some refining of your designs
5 – finished/collated images ready for presentation
The Task:
Choose one of the 51 environmental ideas below. Watch the videos for support. Follow the process above!
1. Castle in the sky 2. Underwater forest with river
3. Ice forest 4. Futuristic city
5. Village atop giant trees 6. Lava town
7. Platform islands 8. Waterfall caverns
9. Temple on a high mountain 10. Thunderstorm outside
11. Wheat field 12. Farm
13. Desert Oasis 14. Plantation on rolling hills
15. Steampunk city 16. Cotton Candy sky
17. Ruined village 18. Towering gates
19. Underground temple 20. Dragon city
21. Giant Turtle Island 22. Port harbour
23. Submerged park 24. Dark woods
25. Waterfall campsite 26. Ruins of a fallen Empire
27. Training ground 28. Flower meadow
29. Bar/Inn scene 30. Shard temples
31. Wild rainforests 32. Autumn scene
33. Slums 34. Marketplace
35. Upside-down City 36. Clock Tower
37. White Cathedral 38. Upside-down Island
39. City of lights 40. Lanturn street
41. Sky-high-tower in clouds 42. Wastelands
43. Barn at night 44. Never-ending Library
45. Theatre house 46. Training Grounds
47. Shoe village 48. Themepark City
49. Labyrinth 50. Early morning by the lake
51. Abandoned Mausoleum
Overview:
Fashion merchandisers are responsible for getting the right products in the right store, at the right time, in the right quantities. They're in charge of shaping collections within a brand.
Merchandisers typically specialise in a certain product area. For large brands, you might be working in menswear, womenswear or accessories for example. However, the skills and experience are easily transferable between departments.
To be a successful merchandiser, you’ll need a deep understanding of trends, consumer behaviour and marketing; you’ll need to know exactly what customers want before they do!
What do I do?
For each part of this task you should follow the following method:
1 – Research (written and visual with notes links/evidence)
2 – Early development (sketches and notes)
3 – design development with reflection
4 – Some refining of your designs
5 – finished/collated images ready for presentation
The Task: Waterway-Conscious Casual Apparel
Many current textile items marketed as “comfortable” have a high ecological impact on waterways through microfiber shed, low tolerance to repeat laundering, and high water usage during production. The industry relevant theme challenges students to think about how choices made early in the design and merchandising processes can reduce the environmental footprint of apparel.
Students are asked to create and merchandise comfortable apparel and demonstrate how their choices have reduced the overall environmental impact on waterways like oceans and rivers.
PART 1: DESIGN
Design a comfortable casual apparel line of 3-5 textile-based items that implement waterway-conscious design choices.
“Waterway-Conscious” design choices try to reduce the environmental impact of textile production to water sources like oceans, lakes, and rivers.
Research and learn about apparel/textile processes that can impact waterways.
Research and define colour, trends, and the target market keeping in mind quality and sustainability.
Define a colour palette for the product line.
Going further: Provide digital colour specifications for all colours used in designs according to the Colour Atlas by Archroma® instructions.
Create images of 3-5 apparel items.
Use technical sketches (CAD, hand drawn, photos of actual products made, etc.) to illustrate your 3-5 apparel designs.
Illustrate and describe how your design choices are waterway conscious such as choice in production methods, fibers, dyes, finishes, or performance specifications.
Incorporate one or more surface designs within the apparel line.
Surface designs can be print patterns, woven designs, knit designs, embellishments, etc.
Display a swatch of the surface design with repeat as well as the complete pattern on the garment. Any surface design prints or fabric textures should demonstrate accurate placement and scale on product(s).
PART 2: MERCHANDISING
Explain your competitive advantage.
How is this product line unique and competitive?
Define your target customer. Create a persona for your target customer for the product line and define the following:
Demographics: age, gender, salary, occupation, etc.
Psychographics: attitudes, beliefs, values, etc.
Behavioristics: shopping patterns, benefits sought, customer loyalty, etc.
Determine the distribution channel.
Explain where your customer will purchase your product line.
Illustrate and/or describe an example of an in-person or virtual visual merchandising display.
Determine retail prices for products.
Develop a branding strategy.
Determine the branding colour scheme and visual identity.
Create a logo or tagline to create brand recognition.
Overview:
Game illustrators draw characters, objects, scenery, and backdrops that make up video games. Also referred to as game artists, they take rough sketches of concept art and transform them into finished artwork for video games. All images are created using modelling, 2D or 3D animation software, and programming.
Giving life to rudimentary sketches and developing characters in different guises and from different angles is the primary role of the Game Illustrator. They imagine the world of the game as briefed by the developers and transform it into all its moving parts.
What do I do?
For each part of this task you should follow the following method:
1 – Research (written and visual with notes links/evidence)
2 – thumbnails and early ideation
3 – design development with reflection
4 – Some refining of your designs
5 – finished/collated images ready for presentation
The Task: When Animals Ruled the World
Respond to the following ArtStation brief. The career of games illustrators is rich and varied so choose to produce something from the category below that most appeals to you.
Untamed: When Animals Ruled the World
The theme of the ninth ArtStation Community Challenge is Untamed: When Animals Ruled the World. We’re challenging artists to imagine a world where animals/creatures have evolved to be the peak lifeforms on Earth.
What we’re looking for is your ability to breathe life into real or imagined creatures and their stories in a world without humans. Creatures can be evolved from familiar species or they can be new species entirely.
Keyframe Design
Character Design
Environment Design
Prop Design
Keyframe Design Brief
In this Challenge you will create four (4) keyframes showing key narrative events in an animal society. Keyframes can be four (4) individual scenarios (unique scenes) or can be two (2) sets of sequential keyframes (before/after moments in the same environments) showing key story beats. The stories should show unfamiliar characters in situations that are not so strange to us.
Deliverables
Up to four high-resolution completed keyframes - 1,920px on longest edge. e.g. landscape should have 1,920px+ width, portrait should have 1,920px+ height
Work-in-progress artwork to show the progress of your entry including silhouettes, sketches, progress shots, etc.
Character Design Brief
In this Challenge you will design up to eight animal/creature characters. At least two of these must be bipedal creatures.
Each animal/creature character will tell their own story with their clothing, armaments, adornments, and gestures. You will need to tell a compelling story that draws us into an unknown animal culture and the drama of their existence. Creature designs should be informed by environmental factors. Characters and creatures must be unique and not variations of one design.
Deliverables
Up to six high-resolution completed animal/creature character designs - Each 1,920px+ on longest edge. e.g. landscape should have 1,920px+ width, portrait should have 1,920px+ height
Up to 2 high-resolution completed bipedal creature designs - Each 1,920px+ on longest edge. e.g. landscape should have 1,920px+ width, portrait should have 1,920px+ height
A character lineup containing all your characters and creature designs - 1,920px+ on longest edge. e.g. landscape should have 1,920px+ width, portrait should have 1,920px+ height
Work-in-progress artwork to show the progress of your entry including silhouettes, back views, sketches, progress shots, etc.
Environment Design Brief
In this Challenge you will create two (2) environments that fit within the theme of Untamed: When Animals Ruled the World. For each environment design you will also produce a callout sheet containing elements that make up the final rendered environment. In a production environment, beautiful, fully-rendered environment concepts serve to sell the overall mood of the space. These are primarily inspirational pieces. Camera angle, colour choice, lighting, depth-of-field, etc. all serve to inform what this realm will feel like. Callouts of those rendered environments will serve as the blueprints for the art team to model specific elements, and for the purpose of the challenge, show your design process behind each location.
Deliverables
Two (2) high-resolution completed environment designs - 1,920px on longest edge. e.g. landscape should have 1,920px+ width, portrait should have 1,920px+ height
Two (2) high-resolution completed callout sheets containing designed elements for the final environment design - 1,920px on longest edge. e.g. landscape should have 1,920px+ width, portrait should have 1,920px+ height
Work-in-progress artwork to show the progress of your entry including silhouettes, sketches, progress shots, etc.
Prop Design Brief
In this Challenge you will design up to three props from an animal society and one vehicle design. The three props can be weapons, tools or structures. Each prop will tell its own story and function in the animal/creature environment.
Props must be unique and not variations of one design.
Animal technologies don't have to be organic or primitive. These communities could have been around for millennia, so it's also ok to design objects that are complex.
Deliverables
Up to three high-resolution completed prop designs - 1,920px on longest edge. e.g. landscape should have 1,920px+ width, portrait should have 1,920px+ height
One vehicle design
A prop design sheet for each prop with front, back and side views which also describes its function and materials
Work-in-progress artwork to show the progress of your entry including silhouettes, back views, sketches, progress shots, etc.
Overview:
UX designers make sure a game is nice and easy to use (as distinct from being easy to win). They ensure the players get clear and effective feedback from the game. Their main concern is that players don’t get frustrated by a game being badly explained.
UI designers are concerned with the user interface; the point at which the game and the players interact. They create the look and feel of things like the heads-up display (HUD) showing the score, lives, and levels. They make sure that the menus and commands are clear.
In larger games companies the UX and UI roles are done by different people but in smaller studios, they are combined into one job. UX designers tend to focus more on the information a player needs for the game to flow well. UI designers tend to focus on how that information is communicated. They make it look good and sound great.
What do I do?
For each part of this task you should follow the following method:
1 – Research (written and visual with notes links/evidence)
2 – Quick thumbnails
3 – Blocking out and silhouette
4 – Details and linework
5 - Shadows and colour
6 - Finishing touches
7 - Outcome ready for presentation
Tip! Think about each stage of UI design:
Early in development: Creating concept art for the look and feel of the UI.
Core of development: Crafting wireframes, then setting the art up in the game engine for the engineers to make functional.
Late development: Polishing art, adding animations, and pushing pixels to perfection.
Roll a D20 to pick your game's genre and theme:
Theme
First-Person Shooter (FPS)
Role-Playing Game (RPG)
Action-Adventure
Puzzle
Platformer
Simulation
Real-Time Strategy (RTS)
Survival Horror
Battle Royale
Fighting
Stealth
Sports
Racing
Turn-Based Strategy
Visual Novel
Sandbox/Open World
Hack and Slash
Rhythm/Music
Metroidvania
Idle/Clicker
Genre:
Western
Cyberpunk
Post-Apocalyptic
Medieval Fantasy
Space Opera
Superhero
Horror
Steampunk
Sci-Fi
Noir
Ancient Mythology
Military
Fairytale
Zombie Apocalypse
Jungle/Exploration
Crime/Gangster
Pirates
Dystopian Future
Urban Modern Day
Historical (e.g., Renaissance or World War Era)