Character Research – What makes a protagonist?

An import element in my game will be the protagonist, players of the game will have to feel some kind of emotion towards the protagonist, whether it’s positive or negative. A game with a blank protagonist tends to be less immersive, and users take less away from an experience like this, the aim of my game is a narrative driven adventure with free roam and open world possibilities, I feel as though defining a protagonist is an important part in shaping my vision for the game.

Two different approaches to protagonists are The Last of Us as opposed to Skyrim. One experience wants you to feel invested in a character and their own story, where-as the other wants you to craft your own story. Understanding this difference is vital in crafting an engaging believable narrative. Whilst it’s important to note that a believable protagonist is the drive for many narrative games, it’s worth mentioning that games which allow the user to shape their own experience are extremely popular also, some users prefer the open world and free reign over the character and what they choose to do. where-as other players prefer linear narratives.

Joel – The Last of Us

Joel01  Joel-Portrait-Last-Of-Us-by_gerry-arthur

the-last-of-us-beta-joel-concept

The last of us is highly regarding as one of the best narrative driven games of all times, selling over 3.4 million copies in a little over 3 weeks. The Last of Us is highly regarded for a few reasons, on the PS3 it pushed the boundaries that were possible for both a technological standpoint and a feat of storytelling unlike any other video game prior. The last of us makes use of motion capture technology to create the character models and most elements of the game. Before the game reaches this stage of development though conceptual art for the characters and setting is required. The directors Neil Druckmann and Bruce Strayley knew from the start how they wanted their protagonist to look, but like most aspects regarding design everything has more than 1 iteration, more so for characters and the development of a theme.

The character here had numerous changes before the directors settled on a final look for him, and even the finalised look for Joel is slightly different from his in game appearance, the only thing which stayed relatively true throughout was a consistent colour palette  and similar facial features.
Breaking down elements used for character creation in industry is a great way for me to learn and adapt my own skills towards creating a character for my own game, so I feel as though this research is beneficial.

Unnamed Protagonist – Skyrim 

In Skyrim the protagonist to the story is nameless and can vary with any given race or gender, and whilst the game is narrative heavy if you choose to follow the story, the aim of the game is freedom. Player choice is centric in free roam games which don’t direct you down any linear pathway and so the developers allow you to craft your own characters to make your experience immersive and how you want it. The difference between The Last of Us and Skyrim is significant, one game wants to tell you a story, where-as the other wants you to craft your own story and memories, defining the genre is a vital part in game creation, understanding what you want users to experience and feel is an important aspect to consider.

Skyrim is set in the fantasy world of Nirn, Skyrim itself takes place in a large continent knows as Tamriel. The setting for Skyrim is fantasy heavy, with a lot of nature: moutains, rivers, etc. The art direction for the game focused heavily on this and so it was used as the basis for character design.

Nord_Female_Hair
Nord_Male_Hair

 

 

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Understanding the theme’s that the game is exploring allows artists to work with an idea as opposed to a blank canvas. Narrowing down the specific genre is important to allow informed decisions which can evolve into final artwork, as opposed to constant iteration which have no belonging within the game world being created. Before starting any character art and development I feel as though further developing my ideas on landscapes and the overall aesthetics of the game and genre will make character development easier and more informed for my game.

 

Bibliography – 

https://en.wikipedia.org/wiki/The_Last_of_Us#Sales

Workshop 3 – Further Logo Development

During my third workshop I decided to further explore logo variations, I tried to apply previous versions to some documentations and the shape and size of the logo wasn’t compatible with some of the output formats.

The element I decided to keep from my first logo was the typography, I felt as though this captured the feeling of the company I was going for, it felt rough and cartoony, similar to the proposed IP I would be creating. The new element to this logo was a vector created of a fire, I took inspiration from a camp-fire safety website, the symbol looked fun and something I could use an iteration of in my own work. After playing around with it though it felt too out of place and I personally didn’t like it.

I decided rather than keeping the features of the flame I would try removing them and play with the idea of typography around it. The new logo is a potential design out of more that I’ll make which I feel could be used or at least altered to be a final logo for my company. The next step I’ll take with my logo will be taking features from my first logo and trying to integrate them further with my new logo.

 

The inspiration for my fire sprite came from the website:

Fire

fire     Untitled-1

 

 

 

 

Typography for Entropia

Creating the initial brand and name for my company I took it upon myself to research typography and the importance of said type, this was vital in being able to create a concise brand with high attention to detail by seeing how it’s done in industry. The same thing applies to creating a game and any other medium which requires Type to convey a message, which is why I’m further researching typography which can be applicable to Entropia my proposed IP for Campfire Studios.

I decided to look at free fonts relating to the theme’s my game will deal with. Entropia as mentioned before will be focused around a sole survivor of an unspecified pandemic whereby the world is in a post-apocalyptic state, the games theme’s will highlight the beauty of nature reclaiming what was once dominated by people along with various other elements. The focus however will mainly be nature reclaiming the world, using this knowledge I decided to look for natural/nature fonts.

I used the website http://www.fontspace.com and just searched the key term, Nature Fonts. I found 4 good examples which all have strengths of their own, I aim to evaluate them and decide on at least 2 to try and apply them to work on my game poster.

Untitled-1

The 4 fonts I picked all have different qualities to them which I like, the first font Instinto is very reminiscent to me of the font used in the game The Last of Us. It’s clear, concise and bold, it feels like a stamp marking the authority of the game without the need to look fancy or try too hard, it’s also easily legible on any background which is a huge benefit without the need to take too much extra consideration on the overall look of the poster.

The 2nd font in the list is Ashes-Ashes, it has a rough look to it which is somewhat burnt out, it could be thematically appropriate for the game and some of the themes within it which is why I chose it. The negatives to a font like this are that it’d have to fit with the poster of the game, the visual themes within the poster will have to reflect why I chose this font meaning extra consideration will have to be given towards my concept art and sketches for the game.

The 3rd font is called Rustic, overall I prefer the look and feel of this font to the others. The font is made to look similar to foliage and flowers but it’s still concise and gets the message across. The font will also look good with the idea I had for the poster where a person is emerging from a crumbling city where plants and tress are growing in the city. This font is the most likely contender to be used as my final choice, but without a comparison I’m still undecided.

The final font is called Logs, it uses a similar theme to Rustic however it looks far too cartoony and out of place for its application, I chose it at first for some variation in typography, but in comparison to the others it looks the most out of place.

The next step to take with the typography is to apply it to some concept art and see whether it flows as an overall piece or whether it looks jarring. If any of  the fonts works then I wont have the need to do further research, however if not I’ll look at further examples which may be more applicable.

Bibliography:-

http://www.fontspace.com/lj-design-studios/instinto

http://www.fontspace.com/icedragon/ashes-ashes

http://www.fontspace.com/intellecta-design/rustic

http://www.fontspace.com/character/sketch-logs

Logo Variations

After designing my first logo I wanted to continue on with the theme and idea of “Campfire Studios”. The very first logo I designed had a few elements I liked and wanted to further explore, but there were still a few things that bugged me, primarily the mountain not being central and the font feeling out of place and too confined within the bubble, taking this into account I made further alterations to it.

brand mock up

The second version I made I decided to add a banner which sits underneath the original circle frame, I felt as though this was a good addition for the logo, it felt thematically appropriate for the idea of camp-fires and  in my opinion just compliments the image overall. Another thing I changed was the font, I wanted something which felt more organic and appropriate with the image as a whole, the original font used felt too formal for the rough nature of the wilderness/camp-fire.

 

The final rendition of the logo I decided to add a few more features to make use of the empty white space, I slightly altered the position of the banner and made it smaller, and I also added some clouds to the mountain top, overall I feel as though this logo is almost finalised and can see it being used for the branding of my imagined company and  IP

v.2.1

Logo Mock-Up (Design 1)

After researching colour palettes I figured I would use the skills I learnt earlier and put them into practical use to create a logo for my branding brief. This logo is just an initial starting point as to get a feel for the general aesthetics of my imagined company and their IP ‘Entropia’

Campfire Brand

For the first image I picked some colours I liked and just started to play around with the themes of nature, wilderness, and cold. I like the idea of playing with Juxtaposition, hence the name Campfire and the central focus on on the red/orange colours.

brand mock up

This image is a rough finalised idea, I like the idea of the logo being circular, I feel as though it wraps the information in a bubble which takes away from the distractions of letting the art run further off the page, also it adds to the central focus of the fire.

Overall I feel as though this logo could use some further development to make it a potential piece of work I’d keep for a final hand in.