The project we are working on is designing a narrative-based video game, and we have to make concept art to go with our idea, to construct how we want the game to look and certain design choices that we had to make. The game I made wasn't as narrative-based as it was meant to be. My game is about a game tester who is testing out a new type of game console, one that actually transports you into the world you're playing. In this game, a bunch of the test worlds are based on movies to make them easier to build and experiment, so the game developers don't have to worry about creativity or designing new concepts, just the functionality of the console. Your job is to complete all of the levels, but the catch is that the system isn't fully functioning and breaks down while you're in it. You have to repair the console in different ways while going through the movie-based worlds. My concept art on the left is figuring out how I want my character, Frank Homer son, to look. On the right are iterations of the teleporter that Frank will use to get in and out of the console, and how I wanted that to look. Constraints are used to narrow down what you want to focus on in your iterations. For the hair, my constraint was trying to make my character look unkempt without looking gross or unappealing. For the teleporter, my constraint was that it needed to only be accessible when the story needed it to, and it Frank also needs to communicate with the developers. The handheld versions were mainly meant for communication, while the stationary ones were meant to have that accessibility issue tied to them.
I had some challenges during the iterations process. One of them was during the sketching process. I was leaning towards a specific design while drawing, and I ended up putting more effort into those ones than others. For the shirt design, I spent way more time on Number 2, than the others, even though it didn't win in a class vote. I spent too much time on them normally. Instead of them being sketches, they were fleshed out ideas. Another struggle I had with this was opening/closing doors to ideas and iterations that went deeper into detail. I had basically already put a lot of detail into my first iterations, and had to make an entirely new category instead of diving deeper into one design. I learned that iterations can be used to help you get all of your ideas out there in front of people, no matter if they're thought out or not. It was also a really cool way of actually designing my character, where I didn't choose the design myself, but looked at what the majority of people wanted to see on my character. For the hair iterations, design #1 won. For the teleporter iterations, design #3 won. For the shirt design iterations, #1 won.
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