Art Direction / Final Compilation and Reflection

29.08.2022 - 05.12.2022
Angelyn Valencia / 0349573
Art Direction / Bachelor of Design (Hons) in Creative Media
Final Compilation and Reflection


INSTRUCTIONS


EXERCISES

Exercise 1 - Week 1
In the first week, Ms Anis assigned us to play and observe two different games ("Among Us" and "Goose Goose Duck") as well as to compare them. We then formed a group consisting of three people (max 4) to analyze both advantages and disadvantages of the games. 

Among Us

"Among Us" is a strategy multiplayer game that is available on a PC, mobile, or Nintendo Switch. In this game, the players play as crewmates completing tasks while an "imposter" tries to sabotage them. The crewmates have time to discuss to figure out which one is the imposter.


Pros:
  • Consistent and better readability because of the choice of typeface
  • Consistent art style
  • Clear chat interface
  • Much more responsive in terms of sensitivity and movement than Goose Goose Duck
  • The task menu can be hidden to be able to have a better view of the map while playing
  • There is a task indicator that takes form of a yellow outline on a specific object to show where the task is located
  • Main screen (inside rocket shakes) effects enhance user experience.
Cons:
  • No voice chat in the game
  • Unnecessary scrollbars in places that didn't need scrollbars (unable to scroll), while there are none in places where scrollbars are needed
  • Some of the buttons are blurry/pixelated especially the small ones. (e.g. the server button on the main screen)
Fig 1.1 "Among Us" Pros and Cons Miro Board


Goose Goose Duck

"Goose Goose Duck" is an online strategy game similar to "Among Us" with different roles and narrative, as well as other additional features. In this game, players play as "Ducks" trying to complete task while a "Goose" tries to sabotage them.


Pros:
  • Good and various sound effects, and are consistent with the style of the game
  • Various and unique roles
  • Daily gifts for the players
  • Has a mini-map and indicator of where the task is located
  • Has a voice-chat during gameplay, and a yellow indicator when speaking
Cons:
  • Typography for the room codes are confusing
  • Inconsistent artstyle
  • Inconsistent line weight. The line weight of the character is much thinner than everything else.
  • Task menu can be hidden to have a better view when playing. However, the menu bar is opaque.
  • There is no indicator (outline) on the task for where the task is located
  • Movement & sensitivity issues
Fig 1.2 "Goose Goose Duck" Pros and Cons on Miro Board

Exercise 2 - Week 2

In the second week, we were assigned to try out and play another game which is "Suspects: Mystery Mansion". This game is a similar type of game as "Among Us" and "Goose Goose Duck" with different roles and narrative and additional features. One main additional feature that makes this game different is that the "Killer" is able to plant bombs. 
We then list down the Pros and Cons of the game based on our observations during the gameplay.

Pros:
  • White indicator to indicate when someone is speaking
  • This game allows the player to mute other players with reason stated (e.g. noisy, troll, etc)
  • Arrows and distance to task positions (both killer and guest)
  • Killings/sabotage can be planned by placing bombs and detonating them at will
  • Main page UI is clear and easy to understand
  • Chat supports other languages and their respective characters
Cons:
  • Unable to open to public after creating a room
  • No room code in the public room to invite people
  • Some tasks takes to much time
  • Takes a while to wait for available players
Fig 1.3 "Suspects: Mystery Mansion" Pros and Cons on Miro Board

Exercise 3 - Week 3
This particular week, we listed down the must-haves, good to haves. and nice to haves for the game that we're planning to design, based on the previous games we have tried and observed.

Must Have
  • Movement options (joystick/touch)
  • Responsive UI, buttons and joystick movements (sensitivity)
  • Consistent art style
  • Clear indication of hallways & door (labels, titles & map)
  • Good and readable typeface, especially for codes
  • Clear chat interface
  • Voice chat during gameplay
  • Indicators when mic is on and speaking
  • Indicators on the task for the players to find the tasks
Good to Have 
  • Has.a mini-map and indicator to task positions
  • Different colors for each areas/sections on the map
  • Good and various sound effects, consistent with the style of the game
  • Various and diverse animations after killing someone
  • Various types of roles
  • Private chat between the impostors
  • EXP, leveling and leaderboard (for each region)
  • Actual bots instead of just static dummies in practice mode
Nice to Have 
  • Shadow animations when moving
  • Consistent font size
  • Unskippable tutorial to avoid confusion especially if there are different roles and specialties
  • Practice mode as imposters/killers
  • Immersive audio
  • Mute button for the voice chat to avoid trolls and noisy players
  • Main screen (inside rocket shakes) which enhance user experience
  • Various and changeable character features (body, skin colors)
Fig 1.4 Must have, Good to Have, Nice to Have on Miro Board


Exercise 4 - Week 4

This week, we discussed and ideate a new game with the same game concept as "Among Us".  We came up with two very different ideas being "Human vs Puppet" while the other being "Bees? Wasps? Who?" 

The image below shows the general idea of "Human vs Puppet"
Fig 1.5 First Idea on Miro Board

The image below shows the general overview of the second idea being "Bees vs Wasp"
Fig 1.6 Second Idea on Miro Board

Figure 1.7 shows the is - is not statements for both games

Fig 1.7 Is - Is Not Statements on Miro Board

Progression



Final Presentation


REFLECTION

This module was very interesting overall considering I have never done something like this before. I learned a lot not only from the lectures but from the overall experience, especially working as a group. There were definitely some problems and setbacks as the three of us don't always have the same ideas. We three also have very different art styles and tastes. However, we all eventually learned to work with it and come to a conclusion, overall in creating a final design for the idea of a game we have come up with. Most of all. I realized that communication and setting goals are very important in terms of team work, in order to create a design we can all be proud of.  After the first task of observing the game, I realized some aspects that may have been overlooked before while playing the game that affects the player's experience (Art style, Typography/Typeface, UI, etc) and then the importance of it. Overall, I really enjoyed this module and I'm thoroughly grateful for all the things I have learned in the process. I believe that all of the things I learned throughout the module will undoubtedly be useful for upcoming projects I may be involved in. 





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