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Experiments
Cameron Whapples
Process
As my game was going to be set in a jungle environment, I
wanted to get an idea of what and how I needed to create the
background. I started by finding a reference image and began to
copy the main features of it. I began by filling the scenery with
block colours, as can be seen by the large amount of blue and
green. When creating the stream I made the rocks first. This
would give me an idea as to where the rapids should go. I
created them by using different shades of grey to give the rock a
3D look to them. The rapids were drawn a pixel at a time using
different shades of blue and white. The outcome was what I
wanted and I was pleased with the effect.
I moved to the plants next. A fern-like plant can be seen in the
foreground and was created with the use of several different
tones between green and yellow. The result was nice but I do not
think that the art style is the same as the stream, as that appears
to be in more detail. The bush further back is something that I
need to work on as the effect was not to standard. The shading
seems to have worked well but the overall look is something that
needs to be improved upon.
Reflection
As this was mainly an experiment that allowed me to test my ability at drawing jungle scenery I will not be including
these specific pieces into my final work. I have, however, better understood the way in which these assets can be drawn.
One thing that I must remember for production is the consistency of the art style. The stream and the plants in the
image show a variety of levels of detail, the water being the more realistic and things such as the ferns appearing more
cartoon-like. It is difficult to achieve when the work will be spread out over multiple weeks but my work will suffer if the
consistency does not occur.
Although not finished, the waterfall in the image can be seen to be unrealistic. This was not completed but the
difference between this and the other parts of the water is clear.
Another thing to consider is the proportions of the assets. I did not draw any people in this piece, had I done I would
have needed them to be to scale with the scenery.
The resolution is one thing that I will change for the future. The size of the scenery is something that could do with being
much bigger as most of the assets that I drew looked incorrect as I could not get them to the right size. They looked
small and cartoonish because of this, so the resolution is something that I am going to change. This may mean that the
character is a lot bigger and animation may be more time consuming.
Process
I created a version of the main character for my game. As
it will be a shooter I also drew a variety of weapons that
could be used by the player.
The character is shown is two different positions, one is
used as a reference image and the other shows the arms
raised, ready to hold something in two hands.
The choice of the green colours was made as it
resembled camouflage clothing, which was appropriate
for the jungle environment. I also included a stereotypical
red head band that is shown doing its best at holding
back a mass of shaggy hair. This look would fit perfectly
with the aesthetic of the game. The trousers were a
similar colour to the shirt, and the boots were shaded in
a light brown.
The weapons show a varied arsenal that could be
potentially implemented into the game. Two guns are
shown which are the most likely to be used, however I
drew a concept for a flame-propelling weapon. This
included a canister that would be fitted to the back of the
character, along with a silver hose-looking hand piece. It
is in two states, one ready for use and the other squirting
a jet of fire.
As my game involves traversing a level filled with
enemies, these will be necessary.
Reflection
The main issue that I found with the creation of the character was similar to that of the background, that the size was
too small. Details that I wanted to include could not be included. I could not include a pattern on the clothing that would
add to the overall aesthetic and appearance of the game.
Due to this I could not include detail onto the facial area. I was able to draw the nose, but this was it. However, the lack
of facial features is something that is not unappealing. The anonymity only increases the game as the character could be
anyone. It is not required to have a face or identity, so there is no need for me to create one.
I also like features such as the lack of sleeves on the torso clothing. It gives the impression of a tank-top or a vest,
something likely to be worn a humid environment. This will unlikely be changed for the actual game.
The headband was something that was difficult to create as the relationship with the hair was difficult to draw. The band
is somewhat overlapped by strands but mainly holds the hair back. The hair itself was complicated but something I think
I got right. It has made me think about what would be easiest and what would be most appropriate for the game. This
look is something that I think cannot be avoided as the shaggy look is most suitable for the theme.
The weapons were the most difficult to draw out of everything. This has given me excellent insight, however. The
experiments have influenced my decisions as I now know what will be the most practical. Two handed weapons will
likely be the most common in the game as the position of the hands will have to be changed to hold anything smaller. If I
make the weapons a standard length they will be easily interchangeable.

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4. Production experiments

  • 2. Process As my game was going to be set in a jungle environment, I wanted to get an idea of what and how I needed to create the background. I started by finding a reference image and began to copy the main features of it. I began by filling the scenery with block colours, as can be seen by the large amount of blue and green. When creating the stream I made the rocks first. This would give me an idea as to where the rapids should go. I created them by using different shades of grey to give the rock a 3D look to them. The rapids were drawn a pixel at a time using different shades of blue and white. The outcome was what I wanted and I was pleased with the effect. I moved to the plants next. A fern-like plant can be seen in the foreground and was created with the use of several different tones between green and yellow. The result was nice but I do not think that the art style is the same as the stream, as that appears to be in more detail. The bush further back is something that I need to work on as the effect was not to standard. The shading seems to have worked well but the overall look is something that needs to be improved upon.
  • 3. Reflection As this was mainly an experiment that allowed me to test my ability at drawing jungle scenery I will not be including these specific pieces into my final work. I have, however, better understood the way in which these assets can be drawn. One thing that I must remember for production is the consistency of the art style. The stream and the plants in the image show a variety of levels of detail, the water being the more realistic and things such as the ferns appearing more cartoon-like. It is difficult to achieve when the work will be spread out over multiple weeks but my work will suffer if the consistency does not occur. Although not finished, the waterfall in the image can be seen to be unrealistic. This was not completed but the difference between this and the other parts of the water is clear. Another thing to consider is the proportions of the assets. I did not draw any people in this piece, had I done I would have needed them to be to scale with the scenery. The resolution is one thing that I will change for the future. The size of the scenery is something that could do with being much bigger as most of the assets that I drew looked incorrect as I could not get them to the right size. They looked small and cartoonish because of this, so the resolution is something that I am going to change. This may mean that the character is a lot bigger and animation may be more time consuming.
  • 4. Process I created a version of the main character for my game. As it will be a shooter I also drew a variety of weapons that could be used by the player. The character is shown is two different positions, one is used as a reference image and the other shows the arms raised, ready to hold something in two hands. The choice of the green colours was made as it resembled camouflage clothing, which was appropriate for the jungle environment. I also included a stereotypical red head band that is shown doing its best at holding back a mass of shaggy hair. This look would fit perfectly with the aesthetic of the game. The trousers were a similar colour to the shirt, and the boots were shaded in a light brown. The weapons show a varied arsenal that could be potentially implemented into the game. Two guns are shown which are the most likely to be used, however I drew a concept for a flame-propelling weapon. This included a canister that would be fitted to the back of the character, along with a silver hose-looking hand piece. It is in two states, one ready for use and the other squirting a jet of fire. As my game involves traversing a level filled with enemies, these will be necessary.
  • 5. Reflection The main issue that I found with the creation of the character was similar to that of the background, that the size was too small. Details that I wanted to include could not be included. I could not include a pattern on the clothing that would add to the overall aesthetic and appearance of the game. Due to this I could not include detail onto the facial area. I was able to draw the nose, but this was it. However, the lack of facial features is something that is not unappealing. The anonymity only increases the game as the character could be anyone. It is not required to have a face or identity, so there is no need for me to create one. I also like features such as the lack of sleeves on the torso clothing. It gives the impression of a tank-top or a vest, something likely to be worn a humid environment. This will unlikely be changed for the actual game. The headband was something that was difficult to create as the relationship with the hair was difficult to draw. The band is somewhat overlapped by strands but mainly holds the hair back. The hair itself was complicated but something I think I got right. It has made me think about what would be easiest and what would be most appropriate for the game. This look is something that I think cannot be avoided as the shaggy look is most suitable for the theme. The weapons were the most difficult to draw out of everything. This has given me excellent insight, however. The experiments have influenced my decisions as I now know what will be the most practical. Two handed weapons will likely be the most common in the game as the position of the hands will have to be changed to hold anything smaller. If I make the weapons a standard length they will be easily interchangeable.

Editor's Notes

  1. Discuss the tools and processes used in your experiments
  2. Discuss the tools and processes used in your experiments