INSTRCTIONS
You are to choose a game that you intend to alter the art direction/aesthetics. (*note that you are not creating a game design, only art) Based on your choice you are to then create a world with initial concept arts and collections of reference and extracting information/components that is shown in your mood board which explains the following:
- Time
- Era
- Ambience and mood
- Back story
- Crisis
- Culture – design component representing their race, worship, colors, materials used, etc
- Ecosystem – who lives there, what do they do, animals, creatures, flora etc
- Geolocation – plain, mountain pass, dungeons, temples ruins, highlands, sea, river, forest etc.
- Architectural design – structure, monuments, relics etc
- Resource – nuclear, oil, crystal etc
- Genre – Horror, Comedy, Drama etc
- Target audience – range max to 8 years
- Theme - (Fantasy – South East Asian) + Sci-fi, Post War, Post Apocalypse, Medieval, etc.
- Classes/hierarchy
- Transport – man made, animal, hybrids, portals etc.
You are to include South East Asian culture, folklore or any unique component to your design. Your art style could be following any style as long as you alter it to define a unique style with functions and aesthetically pleasing.
Submission:
Slide in .pdf format landscape. 16:9
EXERCISE
Week 1 - Game Chosen & Ideation
In this module, we are tasked with choosing an existing game to either improve its art style or add more content. I have selected It Takes Two, as it is one of my favorite games. The unique game concept and captivating art style truly inspire me; I am constantly amazed by the creativity involved in its design.
For my proposal, I plan to expand the storyline by introducing a new character and a set of monsters that will adds to the game's narrative. I want to focus on creating one new environment or setting that offers players a fresh experience, complete with its own thematic elements and challenges. I will maintain the game existing art style.
To prolong the gameplay, I intend to add new mini-games reminiscent of those found in the original game. My aim is to create a seamless integration of new content that complements the existing gameplay while expanding the storyline.
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Figure 1.1 It Takes Two - Week 1 (28/9/2024) |
Gameplay
It Takes Two is a co-op adventure game that follows the story of a couple, Cody and May, who are on the brink of divorce. After their daughter, Rose, unwittingly uses a magic spell to bring them to life as tiny dolls, they find themselves in a fantastical world filled with creativity and challenges. To return to their normal selves, Cody and May must work together to overcome obstacles, solve puzzles, and face various emotional struggles that reflect their relationship issues.
The gameplay is all about collaboration—each character has unique abilities that complement each other, so players have to communicate and strategize to progress. The game also includes entertaining mini-games, which offers a memorable experience that emphasizes the importance of teamwork and communication in relationships.
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Figure 1.2 It Takes Two Gameplay - Week 1 (28/9/2024) |
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So, my idea for the proposal is to have Rose become one of the dolls in It Takes Two. Since May and Cody are always arguing, it really impacts Rose and her feelings about their family. By turning Rose into a doll, I want to explore the theme of family bonding and how they can come together to work through their issues.
Ideation
I started brainstorming ideas for the new environment in It Takes Two, and my first thought was to create an art studio. Throughout the game, there are tons of hints that Rose loves to draw, so I thought this would be a perfect fit!
I picture the studio being super colorful and creative, with areas for different art activities. For example, there could be a spot for origami, where players can mess around with colorful paper and turn it into fun items or tools. I’m also thinking about having a paper-cutting area where you can create cool designs to solve puzzles. And a painting section where players can team up to create their own masterpiece, using different colors and brushes to unlock new abilities or items.
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Figure 1.3 Mood Board for New Environment 1 - Week 1 (28/9/2024) |
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My second environment idea is Rose's Candy Box, which would be a mixture of Chocolate Land and Candy Land. I’ve taken some inspiration from Wreck-It Ralph for this setting, where everything is sweet and colorful. A world that is filled with giant chocolate rivers, candy cane forests, and towering lollipops. In this environment, players can explore different areas, like a chocolate factory with fun, interactive puzzles and challenges. There could be candy-themed mini-games, like collecting ingredients to create treats or racing through a sugary obstacle course.
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Figure 1.4 Mood Board for New Environment 2 - Week 1 (28/9/2024) |
As mentioned before, I'm creating a character for Rose in her doll form. I think it would be really cool to transform some of her favorite toys as weapons or props that she can use on her journey. For example, her octopus toy could transform into a gun prop that shoots at enemies. It could have attack moves where it grabs onto an enemy’s face or body during combat.
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Figure 1.5 New Character Mood Board - Week 1 (28/9/2024)
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I’ve come up with some fun mini-game ideas that would fit perfectly into the new environments.
- Paper Cutting Game: This would be similar to a tracing game like in Mario, where players use scissors to follow dotted lines to cut out shapes.
- Origami Challenge: In this game, players would compete to see who can fold origami the fastest. The challenge could be based on reference pictures, and players would have to mimic the folds as quickly as possible.
- Paint Dart Balloon Game: For this one, players would throw paint darts at balloons, but there’s a twist—the color of the dart must match the color of the balloon.
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Figure 1.6 Mini Game Ideation - Week 1 (28/9/2024)
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Figure 1.7 Proposal - Week 1 (28/9/2024)
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Week 2 - Character Exploration
Now that I have the idea of using Rose as my character, I’ve put together a mood board to visualize how she will look. She’s a girl, so she’s going to be a sweet character, as we can already tell from her role in It Takes Two, where she is so kind and caring, trying to fix her parents’ relationship.
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Figure 2.1 Rose Character Mood Board- Week 2 (8/10/2024)
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I’ve also drawn some rough sketches of her face and a simple outfit that matches her style. Since she is a wooden doll, she has hinges to connect her limbs.
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Figure 2.2 Rose Character Sketches - Week 2 (8/10/2024)
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I have chosen number two for her hairstyle and overall look. I’ve started exploring some outfits that could suit her, referencing her outfit from children’s dolls.
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Figure 2.3 Rose Character Sketches - Week 2 (8/10/2024)
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Since we need to create three characters, I came up with the idea for the villain. The villain is made from origami and paper, which fits perfectly with my art studio theme. Their weapons resemble ninja blades that can be thrown to attack. I also had the idea of giving them sharp, blade-like fingers.
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Figure 2.4 Villain Character Sketches - Week 2 (8/10/2024)
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Week 3 - Character Development
I created a refined version of the mood board that shows more details and references for the character I’m going to create. I started by researching children’s outfits and selecting materials to design her clothes, along with the elements that will define her look.
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Figure 3.1 Mood Board (Rose) - Week 3 (14/10/2024) |
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I explored more outfit ideas and added stitches around her clothes to show how her felt-made outfit is held together. I also sketched a wooden body as the base, illustrating how her body is constructed. Her hair is made from clay, similar to Cody, and her body is made from wood, like May. I’m following the game’s style closely but adding my own twist by introducing an additional character.
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Figure 3.2 Character Development Sketches - Week 3 (14/10/2024) |
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In It Takes Two, Rose’s character could carry a charming elephant-shaped pouch, doubling as her emotional support companion and a practical way to hold her props. This pouch, designed to be soft and comforting, reflects Rose's tender and creative side. Its floppy ears, stitched smile, and vibrant colors give it a playful, handmade feel—almost as if Rose herself crafted it.
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Figure 3.3 Character Development Sketches - Week 3 (14/10/2024) |
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Since the current game also has a real-world doll version of May (the main character), I want to create a real-world doll version of Rose as well.
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Figure 3.4 May "Real World" Doll - Week 3 (14/10/2024) |
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I sketched out several wooden doll bases for her body to choose the one that best fits the real-world style. I kept the original outfit but made it "cuter" and more realistic, resembling handmade doll clothes. The shoes will look as if they’re painted directly onto her feet.
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Figure 3.5 Character "Real World" Sketches - Week 3 (14/10/2024) |
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The villain for the transformed art studio world will now be crafted from cardboard, replacing the original origami concept. This change gives the character a sturdy, dimensional presence, ensuring it works effectively in 3D while maintaining the playful, handcrafted aesthetic. The cardboard design allows for thickness and detail, with creases, folds, and glued edges adding texture and realism. As for its weapon, the villain wields a ninja knife.
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Figure 3.6 Mood Board (Cardboard Villain) - Week 3 (14/10/2024) |
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The cardboard villain now has sharp, claw-like fingers made from jagged cardboard edges, making it look dangerous and ready to attack. These claws could slice through things or leave scratch marks.
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Figure 3.6 Villain Sketches (Cardboard) - Week 3 (14/10/2024) |
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Figure 3.7 Villain Sketches (Cardboard) - Week 3 (14/10/2024) |
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My third character is a scissor-themed tool, but unlike the others, this one is a villain. In the game, most tools help with gameplay, but this character takes a darker turn, using its scissor blades as a weapon to harm the main character. The design draws inspiration from children's scissors, particularly the type that cuts wavy patterns with wiggly blades.
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Figure 3.8 Mood Board (Scissor Villain) - Week 3 (14/10/2024) |
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I drew some sketches of what a scissor character might look like. I only made three sketches because I put more effort into Rose's character. My idea is that the scissor character has scissor-like hands as weapons. For the third sketch, I kept it simple, similar to the hammer in the current game.
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Figure 3.9 Villain Sketches (Scissor) - Week 3 (14/10/2024) |
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Week 4 - Development & Props Design
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Figure 4.1 Character Design -Rose real World Doll - Week 4 (18/10/2024)
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I have an idea for a grabber tool inspired by kids' slap bands. The Cutie’s trunk would allow Rose to reach objects from a distance. It could fold up into a compact, pocket-sized item and extend when needed, providing Rose with the ability to interact with distant objects.
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Figure 4.2 Props Mood Board - Slap Band Trunk/Tentacles Grab - Week 4 (22/10/2024)
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Rose could use Cutie’s trunk grabber to pick up and hold objects or even enemies, giving her the option to throw them or use the trunk to attack. The trunk grabber could also wrap around a tree trunk, pole, or other objects, lifting Rose to higher places.
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Figure 4.3 Props Design - Slap Band Trunk/Tentacles Grab - Week 4 (22/10/2024)
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I have an idea to create a walkie-talkie. When Rose uses the walkie-talkie, Cutie—another tool or character—could amplify the signal, allowing them to communicate over larger distances. It could also be used to solve sound-based puzzles by enhancing their voices or emitting soundwaves to break barriers. It could also act as a decoy to distract enemies.
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Figure 4.4 Props Mood Board - Walkie Talkie - Week 4 (22/10/2024)
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The walkie-talkie's design could incorporate elephant-like ears, which not only add to its aesthetic appeal but also function as pushable buttons. For example, the first sketch features a sound locator. The screen could display sound levels, indicating if a sound is getting louder or showing the direction it’s coming from. The speaker at the bottom could emit a soundwave blast to stun enemies.
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Figure 4.5 Props Design - Walkie Talkie - Week 4 (22/10/2024)
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In It Takes Two, environments like Rose’s room are presented as ordinary spaces from her perspective but transform into fantastical worlds when viewed through the eyes of the main characters, May and Cody. I want to apply this concept to an art studio. On the surface, it would appear as a typical, everyday art studio—a room filled with sketchbooks, paint palettes, easels, and supplies. However, when experienced through May and Cody’s perspective, it becomes an entirely different world: a whimsical and chaotic art-themed landscape where creativity comes to life.
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Figure 4.6 Current Game - Rose Room - Week 4 (22/10/2024)
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Figure 4.7 Rose Room Gameplay - Week 4 (22/10/2024)
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I created a rough floor plan sketch for the art studio environment, placing key elements like furniture, and props in their positions. Alongside the sketch, I gathered reference images to use as guidelines for the style and details of the room.
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Figure 4.8 Environment Design Planning - Week 4 (22/10/2024) |
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I created a rough value sketch of the art studio interior to explore the overall composition, lighting, and mood of the space. The sketch focuses on defining the major shapes and contrasts, helping to establish a clear sense of depth and atmosphere.
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Figure 4.9 Environment Design Sketch - Week 4 (22/10/2024) |
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Week 5 - 3D Blocking
This week, I started blocking out the real-world version of the doll character along with her props.
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Figure 5.1 3D Block out - Week 5 (29/10/2024) |
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Week 6 - Character Development
Since we need to create three characters in total, I quickly finalized the designs for the other two characters. This allows me to focus more time and effort on perfecting Rose's character, as she plays a central role in the project.
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Figure 6.1 Final Character Design for Other 2 Characters - Week 6 (4/11/2024)
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I created four color studies for Rose to explore which combination would give the best visual effect and match her personality. After comparing them, I decided on the fourth option, where she has white hair paired with green clothing and orange accents.
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Figure 6.2 Color Studies - Week 6 (4/11/2024) |
I also quickly sketched out some poses. I referenced the poses from the game, which are minimal and don’t have exaggerated movements. Since Rose is a young girl, I wanted to make her poses cute and girly to reflect her personality.
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Figure 6.3 Character Poses Sketches - Week 6 (4/11/2024)
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I’ve blocked out Rose's character with a wooden body to match the in-game design. This step helps establish her form and proportions before adding more details and refining the character.
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Figure 6.4 3D Progress (Body Base) - Week 6 (4/11/2024)
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Week 8 - Character Development
During the independent learning week, I completed my 3D character with all the details added. This includes finalizing the features, textures, and props, ensuring everything is polished and ready for the next stage of the project.
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Figure 7.1 3D Progress (In Game Design) - Week 8 (12/11/2024)
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Figure 7.2 3D Progress (In Game Design) - Week 8 (13/11/2024)
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I did some expression studies to explore how Rose might react in different situations throughout the game.
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Figure 7.3 Expression Studies - Week 8 (16/11/2024)
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Gameplay Ideation
The level begins with a cooperative puzzle where one player wields a magical brush to draw patterns and solve challenges, guided by the second player who stands on higher ground, providing direction and strategy. Once the puzzles are solved, the players moves on to a mission to activate a giant tap, releasing vibrant paint to fill a dry riverbed. With the river flowing, they refill their backpack sprayers with paint, choosing specific colors for the challenges ahead. Together, they craft an origami paper boat, which becomes their vessel for the next stage. Riding the boat down the river, the players must work together to mix and spray the correct paint colors to clear color-coded obstacles, blending creativity, teamwork, and problem-solving to progress through the level.
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Figure 7.4 Gameplay Storyboard - Week 8 (16/11/2024) |
Figure 7.5 Exercise Compilation - Week 8 (17/11/2024)
FEEDBACKS
Week 7: When deciding on the bevel for the wood on Rose's body parts, think about how much you want it to stand out. Should it be subtle or more pronounced to create a specific effect? Consider how the bevel can enhance the wood texture, giving it more character.
Week 5: For the environment, try sketching more like an arena or a dynamic space. Think about creating a scene that feels active, with areas that can change based on perspective or interaction.
Week 4: Place a grey silhouette behind the characters to better understand their volume and proportions. For the real-world doll character, put a reference picture or idea next to her for easy access while working. Also, think about how her personality connects to her appearance—her design should reflect her traits, whether it’s through her clothing, props, or posture.
Week 3: You can develop the character further by exaggerating certain elements. Right now, it feels like you're staying in a safe zone—consider pushing the design to create something more striking or unique.
Week 2: You can focus on the girl character, but be sure to research current trends and what kids are into these days. It will help make her design feel more relevant and relatable.
Finally, consider how everything comes together—maybe add paint splashes or a brushstroke texture to emphasize the creative, artistic theme.
Before this semester started, I already knew what I wanted to pick for my Game Art project. I played It Takes Two before, and it became one of my favorite games. The design and storyline were truly eye-opening and incredibly inspiring to me. I admired everything the game had to offer.
While outlining my proposal for Game Art, I came up with tons of ideas for a possible game extension. One of the main ideas was to create a new character—Rose. This idea stemmed from my experience playing the game, where I felt that the parents had neglected their relationship with Rose. This inspired me to focus on creating her character, as I felt it was a meaningful addition to the story.
When working on the character design, Mr. Kannan mentioned that we also needed to plan and design an environment. I’m not someone who is good at multitasking, as I often feel overwhelmed. Because of this, I wanted to focus on the character first. However, I made sure to brainstorm ideas for the overall gameplay and environment to ensure everything could work cohesively.
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