Task 4.1 - Final Evaluation
For this project, the theme I was working with was 'Medieval'. Some of the most prominent elements of a medieval theme I thought of when brainstorming ideas were different medieval occupations, such as farmers, knights, blacksmiths, etc. I also was interested in the different props related to these occupations, as these would be helpful in giving context and information in my final piece, such as tools, weapons and equipment.
I also researched different factors in how the environment and structures would look at the time. For example, I found lots of buildings made of wood and stone built in countrysides and open plains. The examples I found were a lot less sturdy and durable compared to structures from today due to their reduced technology and tools. Some things I found interesting from the research I did included frequent motifs of wooden planks used to make up most objects with metal strips and plates used to hold them together.
My final product fits the theme of 'Medieval' as it showcases the interior of a blacksmith's hut styled after the medieval period, with a mostly wooden interior as well as some stone and metal used to make up or reinforce some of the props included in the design.
The original proposal I had for my project was a 'Deteriorated Medieval Blacksmith'. My final product showcases a diorama of the interior of a medieval blacksmith's hut.
Some elements of my plan that remained the same include two of the main themes, being medieval and blacksmith, with features such as a furnace, an anvil and weapon/armour showcases being present in my final design. Furthermore, most of my research into designs similar to the product I wanted to create showed medieval interiors to be wooden and messy, which both also apply to my final design.
Some elements that changed between my proposal and my final design include the deteriorated aspect I originally wanted to go for. I had originally wanted to make my diorama appear abandoned and unkempt for years, with cobwebs and moss growing around the structure, as well as cracks and breaks in the furniture and walls, letting in sunlight. I didn't end up doing these due to both time constraints and struggling to design these elements in a style I was happy with. Another feature that was cut from my final design was a lot more assets included in my diorama, such as a stairway, doors, a workbench and pots. These were mainly removed due to me deciding I had created too many props for one single diorama and I am quite happy I did as the final product already looks quite cramped and I don't think I would've been able to fit all of these different assets in if I had kept them.
In summary, the main ideas that were kept the same between my proposal and my final product are the medieval and blacksmith themes, whilst some elements that got changed included deteriorated features and removed assets.
Some of the research I did for my project included moodboards, mindmaps and finished examples of dioramas/level designs. I also researched the different preferences for target audiences and used some online tutorials to aid my work.
Most of the moodboards I did were centred around themes relating to my project, such as medieval structures and blacksmith interiors. These were very helpful as they gave me numerous images and examples of medieval architecture and items, allowing me to see how they were made, what they were created with and what they were for. Furthermore, compiling all of these images together helped me to see common general patterns amongst the themes, such as staples of blacksmithing interiors including anvils and furnaces.
This research was used in my final product to help me deduce the common themes that I would need to include in my design for it to be instantly readable and recognisable, as well as to give me lots of references I could use to ensure my designs stayed interesting, accurate and realistic.
Something I could have done differently is incorporated more elements from my target audience research, as this was not something I considered too heavily when designing my assets and props. However, I found it difficult to find a good middle ground between my medieval blacksmith theme and my target audience's preferences. Although the genre worked very well, with action and RPG being two of the most popular themes for my chosen demographic which worked very nicely into a medieval theme, I wasn't able to incorporate much of their preferred colour schemes as the most popular colours were blues and greens which weren't very prominent colours in most of the interiors I found in my other research.
To try and manage my time once I had started work on my final product, I tried to create at minimum one asset per day to try and ensure I was constantly updating my diorama and working towards its final completion. I also planned how many assets I would be including and their rough sizes before I started working on them so I wouldn't create an asset I was unhappy with and have to spend more time fixing it rather than moving on to a new asset.
This method definitely helped me more than if I had not used it. However, it still turned out to be not too effective as I hadn't really planned too far ahead and didn't realise how long the gap between most assets was. This led to me being pressed for time near the end of the project and not being able to include all of the details I wanted, such as signs of deterioration and worn features on some assets.
Unfortunately, I don't think I managed my time very wisely throughout this project and didn't spend enough time working on my final diorama, resulting in a still finished product, however not to the level of detail I was originally envisioning.
If I were to improve, I probably would've made a more detailed plan for each asset I would be creating, including when I would make it and roughly how long it would take in order to pack as much work in as I could and include as many details as possible, letting me know ahead of time how many items I would have time to create.
To create most of my assets I used Adobe Photoshop and Firealpaca SE.
These tools were very handy for creating pixel art due to their pencil/dot brush tools, which let me draw in pixels rather than with anti-aliased brushes which would leave transparent pixels along the edges of my lines. Another helpful tool included in these softwares was the clipping mask feature which allowed me to draw over another layer, allowing me to draw anywhere on top of that layer but nowhere outside of it which was very useful in shading as it allowed me to ensure I wouldn't colour outside of the lines and let me be a lot less accurate with my mouse/pen movement whilst colouring.
I chose these programs to make my diorama in as they are the two 2D art programs I have the most experience in, as well as having a wide range of helpful tools, settings, guides and tutorials. The reason I used two programs and not just one is that I think Photoshop is the better program, however it is also very expensive. Therefore, I only worked with Photoshop when I had access to it in college, and the rest of the time I used Firealpaca which is a cheaper yet still very effective alternative.
One problem I faced in this project was being inconsistent in terms of prop sizes throughout my ideas generation.
Because I was just creating assets in a large blank canvas, I didn't have much sense of scale when designing my props, resulting in many assets being very inaccurately sized when compared to each other, such as a mallet being disproportionately almost bigger than an anvil.
To work around this issue, when I began working on my final diorama, before making anything I immediately created a floorplan and covered it with an isometric grid. This way, I could build simple coloured boxes on top of the grid, allowing me to plan out where all of my assets would go and how big they should roughly be, ensuring that no objects occupied the same space or were too inaccurately sized. Furthermore, the grid pattern was very helpful as it essentially gave me boxes to divide up the floor with, acting as an outline I could use to quickly make perfect cubes and edges when creating my assets.
As a result of this problem, I have learned a method to more accurately create isometric objects in proportionate sizes and have been able to experiment with creating assets of greatly varying scale in an isometric pixel art style.
If I were to change anything for a more successful outcome, it would probably be to use this grid method in my ideas generation section as well to get more of an idea for how small or big an object would be and therefore how much detail I would be able to fit into it.
During this project, I received feedback from my peers and tutors. For instance, in the form of peer reviews.
Some areas I needed to improve on indicated by my peer review included lacklustre annotation or a lack of description in some areas of my blog, such as my theme mindmap and target audience research. This advice was very helpful as it gave me a fresh perspective on my blog to see which areas were lacking in detail and allowed me to go back over to them and correct them.
Peer reviews also helped to show the strengths in my work. For example, my usage of images and moodboards to aid my descriptions and to help get my points across or display something. Another example would be my bibliography which I kept up to date. This was also helpful as it helped me to understand what I was already good at and didn't need to put as much focus into improving on.
In order to improve areas of weakness in my work, I read the advice I was given and went to that spot in my blog to read it over myself, trying to keep the advice in mind. Then, I would take any areas I felt needed changing and try to improve them, or I would add on to my paragraphs if I felt that not enough information had been given.