Art Direction - Final Project

Art Direction - Final Project

19/11/2024- 24/07/2024 (Week 9 -Week 14)
Brigita Maria/0352958
Game Development/Bachelor of Design in Creative Media

From: https://www.wired.com/story/among-us-innersloth-interview-online-communities/


INSTRUCTION


Illustration of UI

The finalization process of the screen design for the game visuals involved several steps to ensure that the visual elements were both engaging and functional, while also creating an immersive barn and farm aesthetic.

These are the UI assets to support the "Farm Life" look.
Figure 1. Buttons for directory (1)

Figure 2. Signage Illustration (1)

Figure 3. Signage Illustration (2)

Figure 4.

Figure 5. Illustration for Local and Online (ver.1)

Figure 6. Illustration for Local and Online (ver.2)

Figure 7.  Buttons for directory (2)

Figure 8. Platter

Figure 9. Cooked chicken on a platter
Figure 10. Chicken pressing red button

Figure 11. Impostor getting kicked out


Figure 12. Chicken crewmate getting kicked out

Figure 13. Illustrative CTA Button

Illustration of Map and Background

Figure 14. Colored Map 

Figure 15. Colored Map refined

Figure 16. Close up labor room

Figure 17. Close up bedroom / chicken coop

Figure 18. Close up dining room

Figure 19. Task in dining room

Figure 20. Task in labor room

Figure 21. Task in bedroom/chicken coop

Figure 22. Impostor kicked

Figure 23. Chicken/crewmate kicked

Screen Design and Layout

Figure 24, the initial landing screen design. This was refined over several iterations (Figure 25), focusing on creating a welcoming and intuitive interface for players. We wanted the landing screen to be clear and easy to navigate and setting the tone for the game's visual style.

Figure 24. Initial landing screen design

Figure 25. Landing screen design

Next, we explored options for the public room selection screen. We experimented with different layouts and styles (Figure 26 and Figure 27) to find the most effective way to present this feature. First one is the one without illustration and the second one is with illustration.

Figure 26. Public room option (ver.1)

Figure 27. Public room option (ver.2)

Figure 28. Find game screen

Figure 29. Create game screen

Figure 30. Chat design voted

Figure 31. Chat design

Figure 32. Chat design (chat sequence)

Adding UI assets was another critical step. We incorporated various buttons for navigation (Figure 1 and Figure 7), signage illustrations (Figure 2 and Figure 3), and illustrative CTA buttons (Figure 13) to enhance the user interface. We gave these assets a wooden look to complement the game's barn and farm theme. This choice ensured that the UI elements seamlessly blended with the overall art direction, reinforcing the rustic and cozy atmosphere we aimed to create. The wooden design of the buttons, signage, and other UI elements provided a consistent visual language that enhanced the immersive experience.

Figure 33. Playing screen in bedroom (1)

Figure 34.  Playing screen in bedroom (2)

Figure 35. Playing screen in dining room

Figure 36. Playing screen in labor room

Figure 37. Playing screen in living room

These screens required a careful balance between aesthetic appeal and practicality. During this process, we realized that the ratio between the character and some of the room elements seemed off (as seen in Figure 36). This realization highlighted the importance of considering and calculating the ratios of all details and elements in each area from the start to ensure visual harmony.

Figure 38. Dead body reported screen

Figure 39. "Kill" or "cook" screen (1)

Figure 40. "Kill" or "cook" screen (2)

Figure 41. Emergency meeting screen

Finally, we designed specific game screens for critical moments, such as the dead body reported screen (Figure 38), the "kill" or "cook" screens (Figure 39 and Figure 40), and the emergency meeting screen (Figure 41). These screens were crucial for maintaining the game's narrative flow and ensuring players were always clear on what was happening.

Challenges

Designing for our project was a journey filled with excitement and hurdles. One of the toughest challenges was merging creativity with functionality. We wanted our visuals to be engaging but also easy to navigate, and this balance required constant testing and tweaking, which sometimes felt overwhelming.

Another major challenge was finding a unified art direction. Each team member had unique ideas and visions, and bringing these together into one cohesive design was no small feat. It took endless discussions, brainstorming sessions, and compromises to ensure everyone felt heard and included.

We also struggled to improve the art direction continuously. Experimenting with different styles and themes to find the perfect match for our game was a process of trial and error, demanding both patience and perseverance.




FEEDBACK



REFLECTION

Our experience gave us a better knowledge of art direction. It's about developing a visual style that complements the project's narrative and aims while maintaining aesthetic appeal and usefulness. We learned the value of conducting research, creating a solid concept, and ensuring consistency across all visual aspects.

Collaboration and communication were essential. Working directly with team members helped us align our vision, overcome disagreements, and make sound decisions. We learned to carefully listen and combine several thoughts into a single, clear picture.

Above all, understanding our players was crucial. Thinking from their perspective and designing with their preferences in mind made our choices more informed and meaningful. We considered their demographics, preferences, and the overall gameplay experience to create an immersive and engaging design.

In conclusion, the challenges we faced were invaluable learning experiences. Playing Among Us provided insights into the importance of simplicity, color theory, character design, and user experience. Our journey taught us the significance of collaboration, communication, and understanding our players. It was a heartfelt and enlightening process that shaped our project into something we are truly proud of.