Game Art - Final Project : Art Bible

20/12/2024 - 8/1/2025 : (Week 9 - Week 15)
Ting Wen Yi / 0361799
Game Art/Bachelor of Design (Hons) in Creative Media
Final Project : Art Bible


INSTRCTIONS

Instructions

You are to compile and create a complete game art bible for the designated game proposed. You will include character model sheet, environment design, props, skins, weapons and concept illustration (cover art) for marketing profile. this will also include your art direction breakdowns. Each components to be described thoroughly in summary with key points. Finally art bible to be arranged in a layout that can be printed. 

Submission will be in .pdf format and 200 dpi min, 16:9. 


FINAL PROJECT : ART BIBLE

Mini Game 1: Cutting Practice

In my final project, I will focus on environment design and the minigames. I already had the idea of creating a color balloon dart game, so I put together a mood board to help me visualize the concept in greater detail, ensuring all the elements align according to my plan.

Figure 1.1 Paint Dart Mood Board - Week 12 (14/12/2024)

So before I started on my 3D building, I did a quick sketch to determine the whole layout. I already had the thoughts of the design in my head. I often get new ideas before I sleep.

Figure 1.2 Ideation Quick Sketch - Week 12 (14/12/2024)

I started by building the main dartboard. Using the boolean tool, I created holes in the board to hold the balloons securely. The dartboard also has legs, allowing players to engage with it while standing.

Figure 1.3 Dart Board Process - Week 12 (15/12/2024)

To create the board design, I used Canva to create a carnival-inspired look, incorporating bold and playful elements along with a "pop" sign to add a festive vibe. 

Figure 1.4 Board Design - Week 12 (15/12/2024)

I created two versions of the dartboard—one in blue and the other in red—to represent the two competing players, making it visually clear who is playing.

Figure 1.5 Multiple Dark Board Colors - Week 12 (15/12/2024)

Once the dart game was complete, I integrated it into the game environment. The scene features oversized human-world objects, such as stationery tools like pens and sprays, to create a whimsical and imaginative setting. 

Figure 1.6 Adding Human Sized Stationeries - Week 12 (15/12/2024)

To draw attention to the minigame area, I added fog to blur the objects in the background, ensuring the focus remains on the dartboard and the small desk painting area nearby.

Figure 1.7 Building Painting Area - Week 12 (15/12/2024)

I then adjusted the camera composition to suit the gameplay perspective. The angle was carefully chosen to show the player holding the dart while maintaining a clear view of the dartboard, enabling accurate aiming during the game. 

Figure 1.8 Setting Up Cameras - Week 12 (15/12/2024)


I also changed and modified the dartboard a little. I redesigned it into a sharpener, as suggested by my lecturer, to make it fit with the stationery theme. I also added more pens and some pencil shavings around it. After rendering two versions—one featuring the blue dartboard and the other with the red—I used Photoshop to add titles and split-screen effects, ensuring the visuals matched the existing game art style and design. 

Figure 1.9 Setting Up Cameras - Week 12 (15/12/2024)


Figure 1.10 Final Minigame 1 Environment - Week 12 (23/12/2024)


Figure 1.11 Final Minigame 1 Gameplay - Week 12 (23/12/2024)


Gameplay Instruction:
Each player takes turns holding a dart assigned a specific color, either blue or red. The dartboard is filled with balloons of various colors, and players must aim and pop the balloons matching their dart’s color to earn points. If a player pops a balloon of a different color, no points are awarded. The objective is to score as many points as possible within the given time by accurately matching the dart color to the balloon color. This setup encourages quick thinking and precision as players compete to achieve the highest score.

Mini Game 2: Cutting Practice

The second minigame is a cutting game inspired by Mario Party and Cut the Rope. To start, I created a mood board to visualize the overall design and bring the concept to life.

Figure 2.1 Cutting Practice Mood Board - Week 13 (22/12/2024)

I began by designing the environment, carefully arranging various stationery items to match the theme. 

Figure 2.2 Cutting Practice Environment - Week 13 (23/12/2024)

For the cutting practice element, I used Illustrator to draw the design and then colored it in Procreate, applying a crayon texture to give it a playful, childlike feel, similar to a kid's drawing. I chose rockets as the cutting design, inspired by the space level with Baboon in It Takes Two. To distinguish between players, I created two versions of the rocket in different colors.

Figure 2.3 Cutting Practice Paper Design - Week 13 (23/12/2024)

Once everything was set, I added atmospheric mist using cubes, a technique I often use to obscure less important background details and maintain focus on the gameplay area.

Figure 2.4 Cutting Practice Environment - Week 13 (23/12/2024)

After completing the setup, I rendered the desired views and enhanced the visuals with color adjustments in Photoshop. I also used Photoshop to create split-screen views for the players, ensuring the design matched the game’s style. This process brought the cutting game to life in a fun and engaging way. 

Figure 2.5 Final Minigame 2 Environment - Week 14 (23/12/2024)

Figure 2.6 Final Minigame 2 Gameplay - Week 14 (23/12/2024)

Gameplay Instruction:
The cutting practice minigame has simple mechanics. Players use scissors to "trace" and cut along the dotted lines within a given time limit. The player who cuts the most accurately, staying closest to the dotted lines, wins the game.

Art Room Environment Design

Next, I proceeded with designing her art room. Since I had already sketched out her room during earlier exercises, I referred back to my sketches and incorporated the spaces I had already created in Blender.

Figure 3.1 Art Room Design Sketch - Week 4 (22/10/2024)

I used the pre-existing areas I had placed in the space and started building up the walls and flooring. I added other necessary elements, such as wall paintings, an origami garland to give the room a personal touch, and storage units for her to keep her art materials organized.

Figure 3.2 Art Room - Week 4 (22/10/2024)

After completing the setup, I test-rendered the space. However, the initial renders turned out too dark, and no matter how I adjusted the lighting, the result was not what I had envisioned. To solve this, I used an environment HDRI to simulate natural sunlight, ensuring the light entered through the window. This created realistic window frame shadows, add to the overall ambiance.

Figure 3.3 Test Rendering - Week 14 (30/12/2024)

Finally, I adjusted the colors in Photoshop to give the space a warm, yellowish, and orangey tone, matching the lighting style seen in the game.

Figure 3.4 Photo Color Editing - Week 14 (30/12/2024)

This art room serves multiple purposes within the game. It functions as the minigame location, the real-world room where the story unfolds, and the gateway through which players access the arena of the art island.

Figure 3.5 Art Room Final Design - Week 14 (30/12/2024)

Art Island (Arena) Environment Design


I had previously created various sketches and ideations for the "arena" or art island. Since I was running out of time, I decided to refer directly to those earlier sketches and quickly started building without creating a new one. I combined the ideas from my existing sketches in my mind, as I already had a clear vision of what I wanted to achieve.

Figure 4.1 Environment Sketch - Week 9 (24/11/2024)

So, I opened Blender and started creating the scene. For the flooring, I decided to use a cardboard material to tie in with the creative, handcrafted theme. I also thought about incorporating small details and objects commonly associated with art tools, such as giant clips, oversized crayons, and other relatable items.

To create the fence, I used a combination of cardboard and pen lids, giving the space a playful and artistic vibe. Additionally, I scattered giant pieces of paper across the floor to enhance the sense of an art-inspired environment. These elements together create a whimsical and engaging setting that feels true to the theme of the art island.

Figure 4.2 Environment in Blender - Week 15 (6/1/2025)

The scene was completed by adding atmospheric mist and a layer of kids' foam mats underneath.

Figure 4.3 Final Art Island Design - Week 15 (7/1/2025)

Figure 4.4 Materials Annotations - Week 15 (7/1/2025)

A small section was designed specifically for the obstacle course, serving as a conceptual showcase of the interactive gameplay elements. These final touches brought the environment together, blending creativity with functionality to align with the art-themed concept.

Figure 4.5 Obstacles Course Concepting - Week 15 (7/1/2025)

Figure 4.6 Obstacles Course - Week 15 (7/1/2025)


Art Bible

I have compiled all the artwork I created into an art bible, which also includes the game manual.


Figure 5 Art Bible - Week 15 (8/1/2025)


FEEDBACK

Week 13: You could design the dartboard to resemble a sharpener and add pencil shavings scattered around to enhance the theme.


REFLECTION

Throughout the Game Art module, I thoroughly enjoyed the creative process because of my love for It Takes Two. The game truly amazed me with its creativity, intricate details, engaging storyline, and imaginative mini-games. This passion motivated me to put my best effort into the assignment, making the experience fulfilling and rewarding.

Rose’s character was a big part of this project, and I loved designing her. I turned her into a doll to fit the story, reflecting her childlike nature with paint strokes on her face and hands, and her outfit is a pair of overalls to capture her playful, kid-like personality. Her design really ties into the theme of family bonding, especially after everything she went through in the first game. I’m so happy with how she turned out—she’s cute, emotional, and fits perfectly into the game’s world. Designing the props was equally enjoyable, allowing me to explore fun and creative ideas that aligned with the game's whimsical style. Choosing It Takes Two as the focus of my project was the right decision, as it allowed me to create something cute and heartfelt.

To ensure my work aligned with the original game, I frequently referred to its design and paid close attention to its remarkable details. Through this, I developed a deep appreciation for the thought and effort the designers put into every aspect of the game. What excited me the most was creating the mini-games, as they provided an opportunity to add my own creative twist while staying true to the spirit of the original game.

Overall, I’m super proud of this project. It’s been such a joy to work on something inspired by a game I love so much. Every detail, from the characters to the gameplay, feels like it came together perfectly, and I had so much fun creating it all. This module has been one of the highlights of my journey, and I’m so glad I chose a game I’m passionate about—it made all the difference!

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