Game Art - Final Compilation

25/9/2024 - 8/1/2025 : (Week 1- Week 15)

Tong Min Xuan / 0362744

Game Art/Bachelor of Design (Hons) in Creative Media

Final Compilation


INSTRUCTIONS

   



PROJECT 1

Build your world (simple level) with Unreal Engine which follows your art direction and paint over it to further enhance and create uniqueness. You are also to create your character persona based on your proposed world. Define character crisis, strength, backstory (summarized), culture, class, skins etc. This includes creating its props to further support the characters existence. Below are the list of outputs to be produced:

  1. Character Silhouettes - for each character (MC, Minions, Creatures, Boss, etc)
  2. Value Studies
  3. Color Pallettes
  4. Cleanup
  5. Facial Expression Basics
  6. Dynamic pose 3/4





Mr Kannan said the overall idea was cool and suggested that I switch the orientation of the candle on the male character's head so that it doesn't block the character's view, and he also told me that I could try making it in 3d and see if it would work on the head


PROJECT 1 COMPILATION :

   



PROJECT 2


Instruction
You are to build your character and props in 3D and to be tested in Unreal/Unity game engine. Rigging for character can be done in Actor Core Accurig or in Blender. Textures for both character and props can be created with substance painter. As for props we will be evaluating the hero assets and medium sized asset. Each assets will be ported and tested in the game engine.








For Project 2, I initially designed three characters, but Mr. Kannan advised me to select one to create in 3D, with a preference for a male character. Following his suggestion, I decided to move forward with the 3D design of a male character, along with the weapon props. 

I used the Nomad modeling app on my iPad to create the character, and the entire process took me about one to two months to complete.I also made several adjustments throughout the process.


PROJECT 2 COMPILATION :

   



FINAL PROJECT 

Instructions

  




REFLECTION

At the start of our game art class, we were tasked with selecting a game to reference for our project. I chose the horror genre, drawing inspiration from dark, atmospheric games, particularly the Victorian era with its gothic architecture, haunting atmosphere, and dramatic clothing. I aimed to design characters that embodied both eerie nostalgia and the mysterious, ominous tone of that time.

The concept and drawing phase took considerable time as I refined shapes, proportions, and details to ensure the designs were both visually compelling and practical for 3D modeling. This foundational step was essential for translating the designs into 3D effectively.

I used Nomad, a modeling app on the iPad, for the 3D phase. As a new tool for me, there was a learning curve, but with practice, I became more efficient and began shaping the characters with greater accuracy. Adding props like weapons helped define the characters' roles and personalities.

Throughout the process, I faced challenges in translating 2D designs into 3D while maintaining the original vision. However, these obstacles taught me valuable lessons in proportions, texture mapping, and refining the final model. This project not only improved my 3D modeling skills but also deepened my understanding of how game art, character design, and storytelling come together to create a cohesive world. I look forward to applying these lessons in future projects.

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