Mori
Isabelle Hedger | Ella Boon | Pamela Edwards | Kristen Pender | Abbey Janssen
Isabelle Hedger | Ella Boon | Pamela Edwards | Kristen Pender | Abbey Janssen
Our story follows a young Sprite on his journey through the dark forest to retrieve the lost gems and restore the light to the forest, encountering some fantastical creatures along the way.
Our inspiration comes from other 2D based platform games, such as; Hollow Knight and the Ori games. Both games transport the player into a disparate world, encompassing the player in a world that provides adventure, mystery and a place of escape. Both games have such a unique aesthetic, utilising simplistic colour theory in order to hide and invoke intriguing detail and empower the players journey.
For the title animation I used the title that had been used on the poster for showcase, I then traced the font to use as an outline and bit by bit filled in the title, adding a few swirls to connect the end of the 'R' to the start of the 'I'
for the visual aspect of the title i wanted it to give off the feeling that the Mori title was alive, very much like the forest in our interactive environment
one of the first characters i designed while writing the story for our interactive environment. when animating i simplified the design to go with the simple movement that i was giving the creature.
one of the first characters i designed while writing the story for our interactive environment. when animating i simplified the design to go with the simple movement that i was giving the creature.
The portal is the divider between where Pip (protagonist) lives and where Dakus resides.Towards the end of the story pip comes in contact with the portal that takes him to a different part of the forest this will be shown through the tree being different to the ones that are close to Pips home, it is also where he comes into contact with Dakus.
Dakus is the antagonist of our story. Born from the hatred of the world and reeks havoc wherever he goes. His purpose in life is to create chaos wherever he goes. Throughout his lifetime he has watched the guardians protect the crystals that keep the forest in balance just waiting for the perfect moment to strike.
For this Trimester I knew I wanted to focus on character/creatures design but this project pushed me out of my comfort zone. I'm not used to drawing animals and creatures (apart from dragons) let alone animating them. This project taught me a lot about animal anatomy and body language which I found very interesting.
The Skull-Howlers were the first creatures I came up with for this project and they are still by far my favourite. I knew that i wanted to have a dog/wolf creature as I have always wanted to try to animate them, but I didn't want it to look too dog-like, so I had the idea of giving it a skull face instead of a proper dog wolf face. Then I added the skeleton feet because the face didn't feel like enough. As for the colour scheme I just chose purple because at that point in time we had decided on the creatures we wanted or the colours.
I knew that since were going to be creating a fantasy-based simulator, I wanted to have a dragon as one of the creatures. Hence, the Forest Dragon was created. The design on the wings and tail were changed during the animating process because trying to get those lines consistent on every frame proved to be too difficult. I wanted to give the dragon elements of the forest, which are; the antlers that look like branches, the spines, belly and tail look like leaves.
Here are my concepts for the Basilisk that occupies the blue caves in our project. I wanted to create a Basilisk that didn't resemble the pictures I found online (some had bird heads or feathers) or the one from Harry Potter and the Chamber of Secrets. I wanted her to be this large blue snake with hypnotising eyes and glow pattern. The crystals on her head are supposed to give the illusion that she has been laying dormant for years, to the point of salt crystals growing on her head and developing a glow.
This trimester I really wished to focus on environment concept development, fortunately this project was going to be heavily focused on the importance of backgrounds. I honestly had such a fun experience with the environmental development, utilising colour in order to create a world that the player would become consumed in.
These are the "completed" backgrounds of our walking simulation- as you can see I grew increasingly more confident throughout the design process.
As part of this project, there was a large importance in regards to asset creation.
As for my spec work, I chose to implement character design and environment design. I seem to have a somewhat okay sense of character development and design. Yet I have always never thought that I could be skilled enough to implement my characters within a scene, yet if you don't practice than how will you ever learn? So that is what I challenged myself with.
Below are the works I have managed to make utilising the knowledge I have acquired this Trimester. I am happy with my growth this Tri and I know that if I continue to expand my work and practice in this field that I can only continue to improve from here.
Pip as a youngling wasn’t allowed to go to the forest being stopped by the wisps that had been with him all of his life. So when venturing into the forest for the first time he is drawn to everything that shines or sparkles due to his immense curiosity in everything unknown and mysterious. Since coming of age Pip has taken the mantle of guardian of the crystals but since they were stolen by Dakus several years prior he has to go on the long journey to get them back travelling through the bioluminescent forest encountering new animals that have adapted and evolved since the crystals were stolen
This trimester I got to work with my friends on a walking simulator. For this project I did animations for the foxes Ella Boon concepted. I also concepted some backgrounds and designed the gems that are used. As for the specialization development project I did character design and body practice.
The references for the foxes were all pretty fast, and somehow when I draw them up they were pretty slow. I didn't think much of it until I brought the frames per second up to 24 and now they gotta go fast. I like it.
The run and the dig was done on a different program then the walk cycle and so I was ale to get the process down. The run I wanted to look bouncy and long, sort of like a bouncy running fennec fox. I was able to achieve that but his ears go different ways and I had to change them to sync them up in a loop. The dig was fun to do. I got to watch a bunch of foxes digging things that shouldn't have been dug at and in different angles too.
The gems were tricky to do. I had to look up tutorials on how to get the colours right and still make them look different and unique. I don't colour my work and have minimal marker practice with colour practice. So I was glad that there were plenty of tutorials online with shapes, texture and colours. From a distance they look great.
Green is a hard colour for me to use, harder then the other colours for the gems. I couldn't get the colours, lines and shading to work together. I did manage to do three decent designs. I am not sure about any of them though.
Email: hedgerip@gmail.com
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Art Station: ihedger@artstation.com
Instagram: _belledraw_
Skillset: tenacity, team work, adaptability, creativity, problem solving, leadership, communication
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Instagram: ellaboonart
Skillset: teamwork, creativity, listening, communication, organisation
Email: pammy.l.edwards@gmail.com
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Instagram: Paesiau
Art Station: paesi
Skillset: Hard working, dedicated, efficient, communication, optimistic, critical thinking, creativity
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Instagram: artoflemonjuice
Art Station: lemonjuice_arts
Skillset: Communication, critical thinking, creativity, problem solving, adaptability, teamwork.