DUODEUS – ART

I have created concept art for our new idea by using watercolours. I have continued to follow similar rules from the previous game idea. All assets must have rounded corners and the idea that circles or circular shapes should be the most seen shape on screen. 

I have painted these clouds by using a circular motion with my brush. Each part of the cloud is made from an individual circle, this is to keep the circular shapes in the design and to keep the cloud simple as I did not use any guide or stencil when creating these. For the colour shifting I firstly painted the initial circular shapes with the watercolour, then I painted with clear water in the section I wanted the colours to bleed into each other.

I then created two watercolour concept art pieces for the two players. I decided with this design the players should be blob-like. I made the first player as a large viscous lava blob, submerged into the ground whilst the second player, a small watery jelly blob. These designs contrasted each other well and allowed to communicate the roles without explanation in the game screen watercolour concept art.
Game screen concept
After discussing certain design changes with the team, I decided to make another game screen concept artwork. I drew the second player in space and imagined that the first player stayed inside the most recent dot they just connected to. I also suggested the first player would also know where they were navigating by its eye rotating inside the dot towards the direction the player wants to connect to. 

I made a pause screen animation concept in CLIPSTUDIOPAINT from the game screen concept art shortly after. I thought it would be good to show some continuation of on screen actions to show fluidity in design.

I firstly animated the concept art to blur by duplicating the concept art  times, and then I gradually added stronger gaussian blur from 0% to 100% . I then placed the concept art duplicates one frame after the other to create the blur animation. Below is a video showing how I created this animation. I then animated star stars appearing on screen using the same technique and used the line tool to animate the stars connecting to one another as if the pause screen was being built. I was quite proud of the result. 

I later showed this to the team during our meeting and they liked the idea. 

Today I made a poster-like concept art piece to visualise how I feel the game should look like. I decided to include whales in the concept as I felt that this was fitting for the surreal game world. The players are creating a universe through making a chain of connected stars and star systems. Whales are associated with knowledge of life and death in many cultures, this is fitting to the theme that surrounds this game. Creation.

The whales in this poster could represent ‘Beings of Old’, creatures existing before or during the creation of the universe. These ‘beings of old’ or “Great Old Ones” are prominent archetypes in folklore and ancient Greek myths.

Concept Art Story

I thought of making a Logo for our team. I decided to continue the theme of constellations in the design of the logo and I created a large fish with a particle trail left behind from its tail.

After making creating the characters I made this concept art piece. I thought that the world should be empty in colour at the beginning but as the player creates music, the more colourful the universe will be.

Initial collectable designs
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Dragon bones is a 2D animation program I was recommended by a classmate
Dragon bones orb
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Dragon bones whale
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How do we make an interactive menu 
Dragon bones menu animation 
Rough idea for start of game to play

Our team thought that

In Dragon Bones, I created the first player’s idle animation buy using motion tween on it’s tentacles. I made the animation very robotic like. The character’s movement resembles a robot. The the the eye refocuses like a camera, makes character seem fixated on one goal. This was how I wanted the first player feel that looking for and connecting dots is their only role in the game.

After a team meeting on our progress so far we later discussed about how we can communicate the difference between each star to the player. I then looked images of star systems and I made a concept sheet afterwards.

I designed the stars in a way that communicates the pitches that they make. The bigger the star the bigger the space between the rings it has, similarly to sound waves, the higher the pitch the shorter the waves , the lower the pitch the lower the longer the wave.

After showing the team the concept sheet, we thought that it looked too busy when Andreea imported the stars system images during our meeting. I then thought that it would be a better idea if these stars were animated as this could communicate the properties of the star more effectively. I decided the centre should constantly stay on screen as a still and the rings are animated outwards from the still, then fade out. This would the make the screen feel more less cluttered and more aesthetically detailed.

I did some experimental work with adobe illustrator for background assets that may be in game. I made this planet with a stylised shading as a gradient in shade may appear strange for distant assets in the game.


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2nd player jump
I created Player 2’s jump in CLIPSTUDIOPaint PRO by using the t
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Background ideas 
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Adobe After effects for animations
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2nd player Bounce animation


Limits of CLIPSTUDIOPAINT

8 Stars 
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I started to create collectables by creating certain rules for them.
 I wanted the Percussion items to be seem like supernovas
The wavy sound items to be seem like a ripple in space
The soft sound items
The 
however these seemed too detailed for the game, important features of the game are the characters
Needed assets for the prototype release
I asked Rylan to assist in creating collectables whilst I made the feedback animations 
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Feedback animations 
Percussion
Explosions

Wavy 
Clouds

I had to remake the clouds as the REDGIANT Plug-in was still invalid for me 


Soft
Animals 

Distorted 
Planet Formations
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Experimentation turbulence  video 4AEM
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In our meeting about our entrance for the D&AD game awards, we discussed what we thought should be in the slides to present our game. After discussing what should be said in our presentation I made the slides in CLIPSTUDIO PAINT.

I did some research on how I could make nebula clouds in blender. I found a tutorial which included a procedural nebula generator.

I experimented with he lighting and the noise textures. I also experimented with the distortion, camera positioning and scale. At first I rendered at 1920x1080p, however this resolution had plenty of grain and created low quality images. I then rendered at 3840x2160p and this improved the quality drastically

After using this procedural method I experimented with making procedural materials.

Blender volumetric clouds 
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After creating clouds in blender, I rendered them and took them into CLIPSTUDIOPaint PRO for editing. I used glow layers on top of the rendered clouds and used a the spray brush to create star particles. 
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Item animations/Items destroy animations

For the i

Percussion
Wavy
Soft
Distorted 


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 Sacred items animations

Feedback animations 

 Sacred destroy animations

Conclusion Large chunk taken out of 
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Polish assets 

Chiptune Blender animation

Colour correction 

Background


I found out about an Adobe After effects plug-in called “TrapCode” made by RED GIANT. The TrapCode suite was made free for all students and I decided to download the RED GIANT application as one of the special effect tools called “Particular” interested me.

I made rules for the animation of the items.

I wanted to make similar animations that is seen in typical motion graphics for brand logos and interactive icons as this subtly communicates information about the image. 

Doing this will suggest the type of sound an object could make to the player.

Each animation will have a simple motions.   

I will keep a constant appearance of circles or circular motion in the animation.

Although the Advanced nebulae generator made amazing clouds, there was not much I could control when making the clouds. I decided to create volumetric clouds that I could move and light easily without high demand on my graphics card.