Major Project - Task 2

4/2/2025 - 17/3/2025 (Week 1 - Week 7)

Low Li Vern/ 0362678

Major Project / Bachelor of Design (Honours) in Creative Media

Task 2





INSTRUCTIONS



Task 2 
Week 4 - Presentation Day
Week 4 was our presentation day, so we needed a clear and well structured PowerPoint to explain our topic to Mr. Kamal and Mr. Kannan. To ensure a smooth presentation, my groupmates and I divided the parts based on what each of us understood best. We created our presentation slides using Canva, making sure they were visually appealing and effectively conveyed our ideas.

#Presentation Slide
We spent time refining our presentation slides to ensure we could effectively present our topic. I was responsible for the problem statement and gameplay stages, as I had contributed to developing those ideas. I focused on making the content clear and well-structured so that our audience could easily understand the purpose and progression of our project.

Fig 1.1 Presentation Slide Progress

Major Project I - Task 1 

#Presentation Time
We were assigned to present in the lecture hall, which made us a bit nervous, especially using the microphone. However, in the end, our presentation was a great success. Although there are still some challenges with our project, I believe that with time and effort, we can solve them effectively.

Fig 1.2 Photo with Mr Kamal and Mr Kannan

Fig 1.3 Presentation photo

Fig 1.4 Presentation group photo

Presentation Feedback
-There are too many stages for us, 9 stages are actually impossible for me to execute. Recommended to cut down to 2 or 3 stages.
-Still need a lot of testing on Unreal Engine part to know whether we can done it into Unreal Engine or not.

#Sketches
After the presentation, Enyu created new sketches for both our characters and environments. To refine our concept and ensure the chosen art style fits well with our VR game in Unreal Engine, we explored different ideas through sketching. This helped us visualize how the low-poly origami style would look in the game and make necessary adjustments for better compatibility.

Fig 1.5 Sketch Character Style

Fig 1.6 Sketch Character Style

Fig 1.7 Sketch  Environment Style

Fig 1.8 Sketch  Environment Style

Besides character and environment sketches, I also worked on coin designs, experimenting with different materials to see which would be most suitable for the coin model. I explored various textures and finishes to ensure the coins fit well within the game's lowpoly style while still feeling visually distinct and immersive in the VR environment.


Fig 1.9 Jade Coin Sketch

Fig 1.10 Jade Coin Ideation Sketch

For the jade coin, I initially thought it looked good, but I realized it wasn't suitable for our low-poly style. The design had too much detail, which would be difficult to model and might not look as effective in the VR stage. A simpler, more stylized approach would work better to maintain consistency with the game's overall aesthetic.

Fig 1.11 Rock Coin Sketch

For the rock material, I felt that it looked too plain for a legendary coin. Since the coin is meant to be special and meaningful in the game, it needs a design that stands out while still fitting within the low-poly style. I plan to explore other materials that can give it a more unique and mystical appearance.

#Week 5
In Week 5, we had an online consultation with Mr. Kannan. He advised us to switch from low-poly to mid-poly because low-poly models might appear too rough in VR, especially when players view them up close. This feedback made us realize that better details were needed to enhance the visual experience.

- To-do (Mr Kannan):
    - Research Chinese culture (e.g. traditional coins, weaponry, relics), characters, and environments (e.g. temples). Identify the patterns, colour palettes (characters should contrast with their environment), shape language etc. and extract.
    - Download free 3D models (Sketchfab, Fab). Study and dissect the models (characters, environment), understand the topology, textures, UV mapping etc.
    - Test in Unreal Engine (rigging). You don’t need to test a full character; you can just test a hand or arm just to see how it works.

Fig 2.1 Witness Reference

Fig 2.2 Genshin Reference

Fig 2.3 Chinese ancient buildings reference

Following his advice, we researched new references for both our characters and environments to fit the mid-poly approach. Additionally, he suggested using a painted texture style, which would allow us to maintain a stylized look while still taking advantage of mid-poly modeling. This approach would help enhance the art style and make the game feel more visually engaging.

#New Character Sketches 
After rethinking our new storyline, we started sketching our characters based on the updated concept. At this stage, we focused on designing five characters, ensuring they matched the new mid-poly and painted texture style.

Since our project involves all 12 Chinese zodiac animals, we plan to complete the remaining character sketches in Major II class. This phased approach allows us to refine our designs and ensure consistency across all characters.

Fig 2.4 Monkey turn around sheet

Fig 2.5 Ox turn around sheet

Fig 2.6 Mouse turn around sheet

Fig 2.7 Goat turn around sheet

Fig 2.8 Rooster turn around sheet


Our animal character designs are inspired by the five traditional Chinese elements: Wood, Fire, Earth, Metal, and Water. Each zodiac animal is assigned an element that influences its overall design, colors, and textures. 

For example, the goat represents the Wood element, which symbolizes growth, stability, and organic energy traits that align with the goat’s characteristics. To reflect this, the goat's base color is warm brown, resembling natural wood tones, reinforcing its connection to the Wood element while giving it an earthy and grounded feel. The texture is inspired by wooden stakes on trees and traditional Chinese architectural patterns, adding depth and uniqueness to the design. To create contrast, muted yellows and beige are used for subtle texture details, while gradient colors enhance the glowing effect, making the character feel more dynamic and visually engaging. 

#Technical Feasibility Test
Besides sketching, we also started testing our designs in 3D using Blender. Our team began modeling one of the characters, the mouse, as a test for our workflow. After completing the model, Enyu attempted to UV unwrap the mouse using the previous sketch as a texture reference. This step allowed us to see how our painted texture style would look in 3D and helped us refine our approach for future models.

1. UV Test
Fig 3.1 UV progress
2. 3D model
Fig 3.2 3D Model progress

3. Coin Texture Test
For the coin texture, I experimented to see which one would best suit our project. I tested both gold and jade textures on the coin model. Both looked great, but the jade texture has more potential for further development. So we could refine it further and also explore using these textures on other models in the project.

Fig 3.3 3D Model

Fig 3.4 Coin Wireframe

Fig 3.5 Texturing progress

Fig 3.6 Shador Editor

Fig 3.7 Gold Coin Texture Outcome

Fig 3.8 Jade Coin Texture Outcome

4. Outline Style Test
Next is the stylized texture testing. I decided to experiment with outline textures on the models. Using Blender's shader editor, I applied the texture to see how it would look. The result turned out well, and we can use this texture for our project. However, one challenge is that it's difficult to control where the outline appears, making it more suitable for environment rendering and lighting rather than character models.

Fig 4.1 Outline Style Progress

Fig 4.2 Outline Style turnaround

Fig 4.3 Paint texture and RGB texture test

Fig 4.4 Outline Style Outcome

Fig 4.5 Paint Texture Outcome

#Case Study
Besides focusing on our project, we also conducted case studies on other games to analyze their art styles, technical approaches, and gameplay mechanics. We explored how different games implement their visual aesthetics, level design, and player interactions, helping us refine our own project direction. By studying these games, we gained insights into various techniques used in game development, such as rendering methods, optimization for VR, and interactive design elements, which could be applied to enhance our own game.


For my case study, I focused on Black Myth: Wukong, a game deeply rooted in Chinese culture, which aligns closely with our project. One of the most valuable takeaways from studying this game is how it incorporates real-world locations into its design, sparking players' curiosity and encouraging cultural exploration. This approach enhances immersion by allowing players to feel connected to the rich history and beauty of traditional Chinese landscapes. By analyzing how Black Myth: Wukong blends mythology, art direction, and environmental storytelling, we can apply similar techniques to our project, ensuring that our 12 Zodiac-themed world feels both authentic and engaging.

#Final Outcome of Task 2



FEEDBACK
W5 FEEDBACK: 
- @ Sketches: Very good.
- @ Gameplay stages: Three games is still a lot of work. Would recommend reducing to just one game. Focus on the ending of the whole game. Choose one you can execute with minimal effort (i.e. simple gameplay) but high quality. Your goal is not to sell the story but to sell the experience; therefore your stages don't have to be in order. Do something simple first, if you can execute it well you can try a harder stage.
- @ Final output: Have it be a game demo. Focus on the visuals. Your concern now is time. 
- @ Mood board: The specific character references are very good. Good lighting and simple modelling. Achieve that standard.
- @ Game references (Alba & A Short Hike): Lighting a bit too flat, but the modelling is simple. You can reference the modelling.
- To-do: List out all the assets (i.e. how many trees, mountains, characters, etc.) you can make this sem. You'll need to make turnaround sheets for the characters whose stage you are doing. Show (at least) one finalised concept art in the style of the final product. You should also make a storyboard for the game's UI. Study the technical aspects of your output software (i.e. Unreal Engine).

*W5 FEEDBACK (MR KANNAN):*

- @ Selling point & final output: Relate your output (VR game) to your game topic (Chinese zodiac). You must have a solid selling point. What’s so special about VR? Why should the audience play a VR game to learn about zodiacs? Why choose this art style? Bring in the immersion into the VR. You don’t need to do a gameplay. Look at the benchmark tool and art style of professional games (e.g. Black Myth: Wukong, The Witness, and Hellblade: Senua’s Sacrifice). For example, Hellblade is based around sound.
- @ Gameplay: You can still do the other stages, but prioritise the two main stages. You can make one level big enough for all the games. You should make map exploration and interaction a priority. Instead of multiple characters, you can explore obstacles (e.g. traps, puzzles), maybe even a final boss (minus the fighting).
- @ Art direction & modelling:
    - Try not to do low-poly, or else you will have to focus on the game design. High def would be better. You can try combining your current work with the old myths style (Mood Board). Your characters can be more humanoid. If you are doing simple, your designs still have to be appealing to the audience (e.g. Torchlight, Gigantic - High texture, painted-on style). Push the limit of the modelling and art.
    - Texture is very important for simple styles. Determine which elements can be repeated to lower your workload (for environment and characters). Your models can be simple, but with highly painted textures. *Your game should be imbued with Chinese culture (i.e. symbols, typography, textures - e.g. *Black Myth: Wukong, The Monkey King Netflix; environment - e.g. Abominable, Wish Dragon); this is your Task 2 research and testing. This is storytelling and visual communication. Study first, make sure your art direction is solid before you do anything.**


THE END

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