Game Art | Exercise & Projects
Game Art / Entertainment Design
Instructions
Project 1 – Prop/Asset Design
Exercise – Foundational Design Studies
| Fig. 2.1 Environment Sketches, Week 2 (29/4/2025) |
Based on the feedback I received in week 2, I drew a 360-degree view of the house and sketched the props. The rooms look small, so they need improvement.
In Week 4, our focus shifted to character design.
I drew inspiration from the game Identity V and the film Coraline, particularly in terms of proportions—emphasizing exaggerated head-to-body ratios—and the eerie detail of button eyes, which added a surreal and unsettling tone.
For the costume design, I referenced the classic fairy tale Little Red Riding Hood. To align with the setting of a psychiatric ward, I incorporated red coats worn over regular clothing, giving the patients a storybook-like appearance while subtly hinting at themes of control, identity, and vulnerability. This blend of whimsical and dark elements helped me create characters that are visually distinctive and thematically aligned with the environment.
| Fig. 2.3 Character Development - Sketches, Week 4 (13/5/2025) |
| Fig. 2.4 Character Turnaround - Sketches, Week 4 (13/5/2025) |
| Fig. 2.5 Character Turnaround - Sketches, Week 4 (13/5/2025) |
| Fig. 2.6 Character Turnaround - Sketches, Week 4 (13/5/2025) |
In Week 5, I finalized the character design.
To finalize the character design, I added one main pose. It features lighting and facial expressions that suggest an ominous theme, the impression of the unit, and the game's objective of escaping. Also, by bringing together the silhouette and color scheme, I was able to reconsider the impression of the character's personality and behavioral tendencies.
In weeks 6-9, I completed Breakdown, taking into account how the environment and characters will blend together in the game.
| Fig. 2.9 Game Stage Overview - Sketches, Week 8 (10/6/2025) |
| Fig. 2.10 Game Play, Week 8 (10/6/2025) |
| Fig. 2.11 Items of Characters, Week 9 (17/6/2025) |
In week 10, we started creating 3D models. Tutor told me that the head was a little too big and the position of the hands was unnatural.
Project 2 – Asset Pack for Game World
Fig. 2.11.1 Project 2 – Asset Pack for Game World, Week 9 (17/6/2025) |
| Fig. 2.12 3D Progress - Comparison with 2D, Week 10 (24/6/2025) |
To make the character even more appealing, my tutor recommended that I reconsider the color scheme and add a shape. The result that reflects this is shown below, and I think it has become more interesting while still respecting my own concept.
| Fig. 2.14 Turnaround - Character and Item, Week 11 (01/7/2025) |
In week 12, I mainly worked on creating 3D versions of the characters I developed last week.
| Fig. 2.15 3D Progress for Character, Week 12 (08/7/2025) |
In week 13, we decided on the character's pose and developed it further. I added a backpack and a book to the character's belongings, and tried to give it a storyline.
| Fig. 2.16 Character Posing with belongings |
| Fig. 3.1 Final Poster |
Final Project – Environment Concept Built from Assets
Reflective Writing
This module has been one of the most impactful learning experiences in my creative journey. Through a series of connected projects, I was able to understand how to develop a cohesive game world by integrating concept design, prop and character development, environmental storytelling, and 3D visualization. More than just technical skills, I developed a deeper appreciation for storytelling, atmosphere, and user experience in game design.
One of the most valuable lessons I gained was how to translate narrative ideas into visual design. Starting from a simple concept, I learned how to build a believable world by combining research, mood, and setting. I explored how environment design plays a critical role in shaping player perception and emotion, and how every object placed in a scene should contribute to the story or theme.
Another important takeaway was the importance of character consistency and symbolism. In designing my characters, I experimented with stylized proportions, symbolic costume elements, and psychological themes. I realized that even subtle choices—like a character’s posture, expression, or clothing color—can influence how the player understands their role within the game world. This process taught me to be intentional with every design element and to think about how visuals can communicate meaning without words.
I also gained practical experience with modular design principles. Creating asset packs and kitbash sets helped me understand how to work efficiently and flexibly in an iterative workflow. It taught me the value of creating reusable components that can still feel unique depending on how they are placed or styled. This mindset will be especially useful for working in professional pipelines where optimization and consistency are key.
Moving from 2D sketches to 3D modeling was another area of significant growth. It challenged me to think about my designs from all angles, not just aesthetically, but also functionally. I learned how to refine character proportions, correct anatomical inconsistencies, and bring personality to the model through thoughtful posing and surface detail. With every stage of revision, I came to understand how crucial it is to listen to feedback and make purposeful improvements.
Finally, this module helped me see the value of storytelling across all aspects of game design. From props to environments to characters, I now approach each asset with the question: What story is this telling? This narrative-first approach has helped me create work that is not only visually appealing but also meaningful and immersive.
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