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Emmy 

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​For my initial research for the vertical slice project, I looked at modern games such as Slime Rancher and Dispatch,and as well some visual analysis on a concept artist and how he communicated his ideas towards a team of game developers. I mostly focused on game mechanics and audience types, as it is something that I am more interested in, and it helped me understand who our target audience was, and how that specific audience will influence the mechanics we will implement into our game. A lot of my research was contextual rather than visual, as I knew that I wanted to do technical aspects of the project, as the designers said that they would want to get started on pre-production early on into the project, and I didn’t mind doing the writing and research.  

 

​I felt like I did contribute equal amounts of both the design and technical aspect of our group project. I really enjoyed the character design process for the scientist NPCs, as well as doing sea creature designs. If I could improve my work, I think I would want to try and make the NPCs interact, to display the different relationships they had, and as well as putting them into an environment.

 

Overall, I was happy with my team, especially the project manager, Charlotte. From what I've seen, she did an amazing job with communicating what needed to be done and when things needed to be done, whether it was in the class room or online communication, such as Teams, private messages and the Milanote. She hosted really informative and clear production meetings, and when some team mates weren't present in the meeting, she ensured to have one to one chats on their progression in the projects, and as well as providing clear instructions on what jobs needed to be done. Not only was Charlotte managing the team well, but she also ensured to encourage others when they were feeling down or doubtful about the work or the team, which is something that I appreciated. I also appreciated Gracie communicating their ideas and displaying their work to the team, and showing their thought process behind the concept art, allowing the other designers to create characters to fit in with the world and designs. Red was also really good with coming up with an imaginative story and I really appreciated the quality of work produced by her, as well as communicating her ideas and opinions on how we could implement certain mechanics to reflect the story. I also really liked Rhia’s usage of traditional art and experimentation, as I thought they were really cute and unique, and I really enjoyed how El's used 3D modelling for the mermaid characters and gadgets. 

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On the other hand with the designers, although I appreciated the quality of work that they produced, I will admit that I got a little anxious, due to some work being handed in late, as I needed certain things to be done in order to proceed with the next step with my list of jobs I needed to do. Communication wise, I think we could do better, as some of my team mates would not speak up about what work they were doing in the production meetings, and they would often ignore team messages online. To try and counter this issue, I would try and check up on them in college during breaks and see how they’re getting along with their work, and communicate my issues and concerns to my team leader. 

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As I conclude my final evaluation, I will admit that there were some ups and downs within this project, but I did enjoy making our vertical slice. This project helped me refine my strengths and weaknesses when it came to both technical and design aspects of game design, and I would want to do some more traditional art work, and try to reduce a little bit of digital. If I could go back, I would definitely experiment with more effects on the character designs and draw more facial expressions to display more personality.

Charlotte

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Individual Evaluation:

The brief for this project was to work as a group to design a vertical slice for a new Nintendo game. My research was focused on game design and ocean visuals, for which I looked into Clair Obscur: Expedition 33, Gris, Lovers in a Dangerous Spacetime and real world ruins. This helped me with visual elements for the environments I would later draw with the geometric shapes in Gris and the magical underwater atmosphere in E33 as well as taking inspiration from the space in Lovers. It also gave me ideas for game design such as how navigating the ocean in a submarine would work and what the UI and player choices for it could be like, both based on the futuristic space ship style in Lovers. I liked being able to use my own research and others to inform my design work and get some broader ideas and see new perspectives. Our final game concept was Amalgamation - a sci-fi exploration game following the crew of a submarine's descent to the bottom of the ocean. Focusing more on game design than I did in the last project was something I wanted to focus on this time and I think I was able to successfully do that. Especially with my focus on UI designs as along with those designs we had to discuss what the actual purpose of them was and why the player would be going through the screens. For my environment work, while I stayed in the same medium I tried a few different styles of digital drawing and approaches to colour and value. I liked doing this and learnt that I really enjoyed colouring in grey scale which is something I have never done in depth before this project and for the things I didn't enjoy as much, it was still an interesting thing to try. Similar to my previous project though, I do wish I had put more of a focus on animation because all I ended up doing was making the changing credit sequence. For example, I could have incorporated more in that sequence by having the waves moving or adding more interesting transitions between the text. Overall I am happy with the results of my work and getting to put all of my focus into two specific things - the environments and UI - was really enjoyable since I felt I was able to flesh everything out more than when I would have to focus on an entire story at once​.

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Group Work Evaluation:

I took on the role as team leader for this project which had both ups and downs. Overall, I think the group worked well together: everyone was on the same page about our games direction, everyone contributed something unique to the project and most people knew where their skills lied or what they wanted to try out in the project. The few issues I found were struggles with people showing their work or replying to messages. There were times where someone had said they were doing a certain piece of work and hadn't, or had done something and not told anyone or added it to the group page - especially when it came to uploading research. In our minuted meetings and through teams I was able to deal with most of these issues and find out what people had been doing and how they were progressing. Additionally, I had a few issues with telling someone what their job was and them not listening and saying they either didn't know what to do or doing something else that they weren't tasked with doing, even though everyone got to pick what they wanted to do. Also, there were some problems in the designing phase with people saying they were doing work but I actually had not seen anything be done. To manage this, I would leave to do lists on the group milanote, on the class teams and physically on our mind maps and in person, then if I saw no change I would chase that person up and either ask them to update one or update it myself. In the end everyone has been able to get their work done and I am very happy with the outcome of our full group project. I especially enjoyed getting to take others designs and make them into something as seen in game - such as Emmy and Gracie's submarine, gadget and character screens. I especially appreciated Emmy's help as she was leading lots of the writing - like the game design and audience analysis - and website organisation that wouldn't have been done without her and the information she wrote down helped everyone with their work. Overall, while there were some issues we were able to overcome them with the final work outcome being great quality. 

RHIA

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For our group project we had to create a vertical slice, this means the group coming up with concept art for the game, how the game works with its mechanics, a narrative and what type of game it would be projected to. When starting we first had to assign a role to who should be group leader, this persona would oversee making sure that the group was up to task, prepare meetings and check up on everyone in the group. Charlotte was picked as group leader, from then on, a group milla note, a collaborative mind map, was made so everyone could place down potential ideas, such as studio names, game narratives ideas and the type of genre. The project was then settled to be an ocean theme game that feature multiple levels following a story narrative where your character would need to make multiple decisions that affect the outcome of the game. For this game I researched bioluminescence, one of Stu Harrington illustrations, Biolum and Hilda. In this project I researched more into the visual aspects to see how each piece of media presents itself and how the colours chosen to affect the overall atmosphere of the work. The game Biolum featured around creatures that where mutated by plants because of a small virus that was giving the creatures their appearance. This game heavily influenced a few of my creature designs for our game Amalgamation. When researching Hilda I enjoyed looking into the environment and the creature concepts and dimensions that further influenced my designs, I especially liked the water designs since they cater towards Amalgamations game’s themes. For the concept art I made clay sculptures as a form of experimental art, I then created more traditional art using acrylic paint pens. At this point, I realised that the creatures were gravitating more toward a darker palette with a focused-on bioluminescence. Knowing this, I decided the decision to focus on creating creatures for the game's darker zones. I believed I accomplished an effective job developing the non-player characters in Amalgamation and coming up with marine creatures’ concepts when it came to the visual design. Writing about the characters, how they act with the player and what they could do to help the player was something I particularly like undertaking.

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The team that I had the opportunity to work with was wonderful, the group leader Charlotte was very organizes making sure the everyone on the team was on track with their work, by regularly checking in speaking with the individuals in the group. Team meeting that was held by her gave a clearly defined purpose of what each member in the group was supposed to be working on making sure to cover necessary topics, we ended up having three meeting in total, each meeting would look back at the previous actions and the team leader would mark down who’s completed what section of work, and new tasks to do. She would then make sure that everyone in the team was at an agreement and would set dates for when work should be completed. Milla note being the sight where team members could edit the to-do list, add concept art, edit the mood board and place in messages of others to see. Reds narrative story and art pieces where engaging and easy to follow making the world environment seem more alive, I especially enjoy the various types of ending the player can encounter by making different decisions that shift its narrative. Since the vast majority of Amalgamation's concept designs are 2D, Els' 3D model creation was a nice change of pace. The narwhal hybrid has such a distinctive and mythical appearance, merging what the tail of a mermaid, a human and a narwhal together. Additionally, she designed Emmy's mermaid in 3D, allows more of a realistic representation and debt to the 2D at work. In response to my assessment of this project, I felt that I could have improved group communication if I were to start over. Along with this, sending artwork and messages to the group leader would be an ideal method to let her know how I've completed my assignment, what I'm currently working on right now, and what I'm going to start. I consider that occasionally I would shut down and stop interacting with the group; these behaviours were immature and something I should be mindful about going forward. I did show the the group leader my concept art and I believe I communicated much more towards the end with her. The total amount of research, knowledge and artwork displayed in the group project has been impressive overall. Working with Ocean Oddities to create Amalgamation has opened my eyes to a lot of different perspectives on other people's work. Teaching me how to adapt and incorporate elements of it into my own creations making the art look tied in together. Working on this project has given me some insight into what collaborating with a group of likeminded people is really like.

GRACIE

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RESEARCH EVAULATION:

The brief had asked to create a vertical slice of a new IP for Nintendo. This project was a group one so all 7 of us in the class worked together, splitting up tasks and doing our own research as collaboration. For the group project I decided to analyse Pokémon designs to help inspire the creature designs. I looked at quite a couple that differ between each other which I think helped me with the design process.

The research part of the project is what caused me to struggle the most, mainly because I was unsure what to research for the project for the most part but I also felt that I needed to research more as I felt mine was lacking compared to the others, whether that be lack of writing or feeling that my other research didn’t contribute much.

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DESIGN EVAULATION:

For the design aspects, I don't think it was too much for me as I was able to finish all of the stuff that was required of me to do before the deadline. One part that I did differently compared to my previous projects was that I was using a different drawing software on a different device so most of this was me trying to get used to it. An early problem I had was with focusing, I solved this problem by not only switching to a bigger device to draw but also removing myself from my room as I found that environment distracting. Though if I had to redo anything about this aspect, I would want to make the lower level creatures more creepy as I had originally envisioned, I feel like the deep sea creatures I made don’t exactly fit those vibes.

Overall I am happy with the designs I made, with both characters and creatures. I also like the design work the others have done, like Red’s creatures and company logo as well as the other scientists designs made by Emmy and Rhia.

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TEAMWORK EVAULATION:

Working in a group went better than I thought it would. It was easy to communicate my ideas and my problems with both the team leader and fellow teammates, as well as everyone else's communication was good. We had weekly meetings where we discussed what we’ve done and what else to do. Our group leader, Charlotte did a great job at organising us and making us stay on track. My only fear was regarding how I worried I wasn’t completing my tasks as fast and everyone else, but since I was able to finish it before the deadline it made me feel a bit better.

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CONCLUSION:

In my opinion this project went pretty well and shows as a testament that I've gotten better in handling groups, despite my worrying and setbacks in trying something new. I’m also proud of the other work my teammates have done.

Red

 

Research
We were given an industry-set brief by Nintendo to create a vertical slice for a new IP, after analysing the brief and initial audience we needed to decide team roles. I was the Creative Director in charge of the plot of the game; I therefore prioritised researching the plot of a chosen source. We discussed as a team that our theme would be the ocean, and talked about some potential ideas for a premise in the milanote. Some of my ideas including being stranded in the ocean which were used later, while other ideas were scrapped. Keeping these and others ideas in mind I tried thinking of similar plots in any games, books or films. I decided to research the Netflix film The House, despite only one of its three plots relating to the ocean; I still felt the other stories within the film were worthy to research due to its fascinating outlook on materialism and the connections between the stories. I used my research to inspire the structure and theming of the story draft, as well as used other’s research even if the research wasn’t narrative based. I spent most of my time researching The House since I was the only one researching for narrative, however I did also spend time researching for visuals and creature designs since I also knew I would be doing concept art. I researched the visuals from Slime Rancher, and took a look into the biology of Deep Sea creatures.

I felt that communication overall with the team was clear with people deciding roles quickly and getting research done in an efficient time. We made sure that our sources related to the theming of the game and were able to access all the research summaries easily. After research we gathered and made a mind map/ ideas board of what we gathered so far, we managed to make a plan for the game’s structure and a timeline draft that helped me write an organised draft of the game’s premise and plot using mainly my research but also snippets of research from others in my team. The prime example would be the research on Dispatch, keeping its multiple choice gameplay in mind and applying it to my story draft.

Design
My design work also consisted of a story draft that would end up being the plot of the game, all my concept art used the story draft as a base. The visual style of the concept art was based off of Slime Rancher, but I also adapted it to be more realistic to fit the darker themes of the story. I also used saturation to reflect the tone for each section of the game depending on the sincerity of the story, using the same logic with my creature designs. For the fish all I did was look at pictures of real species and exaggerate and mix their features. It was fun experimenting with proportions, as well as using different species to portray amalgamated fish. My favourite designs were definitely the False Jellyfish as it was hard to figure out how I could use fish to form the silhouettes of jellyfish. Other than shape language I kept in mind the environments of these fish and used their colourful coral habitat to adapt their design, for example using camouflage patterns on the Goldfish inspired designs. 
My story draft was also crucial to the team as it served as a basis to them as well, as the concept art to the character designs to the material designs depended on the story. We originally planned for a bioluminescent area of the game, however we changed it for the Brine and Frozen Depths; we instead implemented bioluminescence in the fish species spread across the Frozen Depths and Hadal Zone as two of us had looked into bioluminescence as a research source. My environment concepts also contributed to the main monster design as the monster itself was part of the environment, it inspired Emmy who was doing the main monster design to create some more detailed iterations of it. 

Teamwork
I think everybody pulled their part for this project, the meetings were civil with everyone contributing as well as Charlotte being an organised and hardworking leader, making sure everyone did their work for a set deadline. I think the third meeting was the most productive, as all the research we did came to fruition as everyone suggested ideas and decided what they would do for the games developed. I found this meeting especially useful as Emmy gave the main proposal of the marine biologist plot, which I combined with my own ideas. During production I used others' concept art like Charlotte's environments to inspire my own, the same with the character concepts as I used the logo on their outfits to create the company’s logo. I quite like the 3D work done by Els as experimenting with 3D gives us more of a sense of what the game will look like outside of 2D, and I quite like Charlotte’s UI design as it looks professional and clean. The team was very open to suggestions I had, for example Gracie designing the materials took my suggestion of making the structuralite/ combore green instead of a harsh red. Overall I think everybody did a great job, the only downside that I could think of is people putting their work on the website a little late.
 

Els

When I was first given the brief I was nervous; the project involved working with the rest of the people in our second year animation course, meaning I would have to speak with them and provide notes or feedback when asked. However, this nervousness soon disappeared when we had our first team production meeting. I realised we all had the same goal; complete the brief and receive a distinction or at least a merit. This created a more welcoming atmosphere, as we all needed to work together to achieve this shared goal.

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My chosen task at the beginning was sound analysis - researching underwater game soundtracks, ocean-related songs, and various sounds that marine creatures make. I believe this took the longest out of all my tasks as it involved listening to pitch, melody and looking out for certain instruments by constantly replaying music. I had to consider all these different elements when analysing a piece of music and what effect it had on the listener, also writing about how we could incorporate parts into our own game. I think this went okay due to the amount of paragraphs I produced, all necessary to explain lyrical content, use of chosen instruments and more.

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The next topic I had to research was ocean myths, analysing whether they seemed true and what stories revolved around each myth. I believe I could have researched more on this if I had extra time, perhaps choosing to involve mythical sea creatures such as the 'Leviathan' or 'Cthulhu'. Unfortunately I did not have the time; the amount I had remaining was just enough to complete the design tasks that followed this.

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Each person in the team picked from a list, receiving around four to six concept art assignments that needed completing by the end of the week. I chose to create four weapons or tools, and two scientist characters.

This took a good while as I had volunteered to do some 3D modelling aspects for the game as well, meaning I not only had to draw items but model them on various software too.

3DS MAX and Nomad Sculpt were my main modelling software; I learned a lot by sculpting the weapons and tools I designed, improving my basic skills and lessening the time it took to make certain parts due to the repeated practise in a short span of time.

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For the final piece I chose one of my designs that I considered harder to model, using 3DS MAX for a sharper, more mechanical appearance. This software in particular lacked sculpting tools so I preferred using this one when modelling objects instead of characters. This allowed the challenge of adapting my design and using the boxy shapes to create something resembling the original design, but not quite copying it entirely.​

I did not mind the small changes and sacrifices I had to make; if anything, it made the finished model look more futuristic because of the flatter edges, which is what I intended for at the start.

It was unfortunate that Substance Painter did not end up working efficiently, but I did what I could to provide a decent, finished colouring on the model that alternated in tone and roughness.

I was pleased with the depth that the finished model had, but I believe that with Substance Painter I could have created a much better version, including more textures such as rust and algae to improve the link to the ocean.

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Overall, this group project had a good outcome. Each person came through and provided the work required to complete the group website on time, and we managed our deadlines and tasks efficiently without creating too big of a workload. Being in a team meant that we could split tasks apart if needed, giving each other less work yet presenting results even better as they were from different perspectives.

Keira

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Research

For this project, what I researched were a few games. For the most part, I ended up relying on reviews and official gaming websites to get a clear storyline of the games, only of which the game websites were really completely reliable. The use of the reviews were all confirmed side by side with other reviews and the official websites.

Both of the games I looked at explored man-made objects and how they can be affected by water, whether the civilisation was already underwater or not. They cleared up where water causes decay and where humanity causes it instead. 

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Design

My designs were where I had the most issue. I didn't exactly know how to combine underwater creatures with human beings. I didn't get to create as many designs as I wanted to and the more developed mermaids felt a bit rushed in the end. 

 

Conclusion

Overall, I'm not really all that happy with the work that I ended up creating for this project, mostly as I wanted to create more. I am, however, happy with the leafy sea dragon mermaid design. Working in a group was fun and the others are really great with teamwork and everything else needed for this project. My confidence in this project dwindled which I was really worried would hold back anything. 

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