Special Topics Module 1

Research & Activity Documentation

Evan Saisenesouk

Project 1


Module 1

Our stream for this class is the 3D Design path. We selected this path as we all have motivations to learn more about 3D modeling and programming software and the majority of us share an interest in video games and Game Design. Through this class our goal is to create a fun and engaging game that will introduce us into the field of Game Design as a new area most of us have not fully explored yet. We are excited at the opportunity to create and design within this lens in order to create something we are all proud of and showcases our strengths and ideas as designers.

Throughout Project 1 we stayed mainly within the first two stages of the Double Diamond methodology to generate and refine ideas and concepts for our term-long project, conducting Action Research to discover trends, determine what software to use/learn, and to tighten our overall scope.


Activity 1

For our first Activity, we started with some rapid ideation to come up with as many ideas as possible for our concept. While we all generally knew that we wanted to develop a 3D video game, we ideated about the different ideas, features, and scope we could explore to drive our learning of 3D software. After we all generated around 8 ideas each we then put it to a vote to narrow down our idea. Shortly after, we split up to conduct research. I conducted research with WGSN (before access was removed), covering an article about the importance of play and another about the rise of retro gaming aesthetics. Both gave valuable insight into things to consider with our project as we plan on making it something people want to play and derive joy from and also contain a retro pixel aesthetic inspired by indie games we love.

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https://www.wgsn.com/tech/article/67abc5a56cf05695d8070d2d


The article by Ella Hudson covers the increasing importance and relevancy of maintain and promoting play in the every day lives of the public. She describes how channelling fun and enjoyable experiences can act as a form of escapism that engages users and invites them to participate creating a beneficial result for both the consumer and the designer where users feel fulfilled and entertained, while also unlocking commercial opportunities and user trust. Some trends she lists include that of the comforting presence things like nostalgia can bring as a sort of safety net for older users in trying times. Again, strengthening the importance of escapism through design and how comfort and enjoyment are crucial to effective designs that provide a positive impact on users. By showing users things they are familiar with and potentially associate with positive memories, their experience may be improved as familiarity is comfortable and appealing. An interesting portion of the article covers the topic of the right to play in regards to accessibility and inclusivity. After emphasizing its importance, they express how play can be catered to a wide audience regardless of disability. She suggests aligning with specific play personalities and/or have designs be modular allowing it to adapt to the user’s play style. This is very useful to keep in mind and will inform certain design decision we make in the coming projects to make sure we are not only spreading a wide net for a broad audience but ensuring that we target the right types of play styles to align with our game design method and execution (ie. incorporating exploration or personalization). She also mentions multisensory experiences which is a bit outside of our scope but could be factored into the sound design combined with the visual experience to deliver greater synergy making a balance experience overall.




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https://rocketbrush.com/blog/pixel-art-games-popular


The article from indie game company RocketBrush Studio outlines a brief history of pixel art in gaming, using it to inform modern sentiments and nostalgia towards its place in the current landscape of Game Design. 

While in the past pixel art was born out of necessity and limitations of technologies of the time, nowadays there are many reasons why game developers may opt for a simpler, more retro aesthetic to their game projects.

Such as:

It’s alot less lower stakes overall to make a game with a constrained, retro aesthetic which is part of why we plan to make our game be low poly and pixel art inspired.


Activity 2

Moodboard - We then proceeded to put together a moodboard individually to get a feel for our specific interests, inspirations, goals, and ideas regarding the project. For my moodboard I found inspiration from low poly indie games like For The King, A Short Hike and the work of Marion Lassal. My vision involved very a video gamey, tactile, and casual energy for a casual audience. This art direction appealed to me for practicality and it's prevelance in the indie genre. Since we are only given a short period of time to develop this project with a small team, it makes sense naturally to look into indie games developed with similar constraints. These games achieve style and function with minimal tools and are optimized to function with a low poly count in a tasteful, retro style. I would like to emulate this in our work to create something styllistically interesting but also realistic and within our scope../Evan_s_Moodboard_1771175218110

     

Project 1


"Pixel Plateau"

The final pitch we developed is “Pixel Plateau”, a 3D sandbox game created using Blender, Unity, Aesprite, and Figma. In the game there will be a customizable floating island that you can customize with a wide-variety of different objects, environments, characters, and more. I created this concept very quickly on my iPad to put it onto paper to help articulate the concept when showing peers for feedback.

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Testing Action Research

We conducted three rounds of user testing and feedback from our peers. Users were briefed and shown the concept illustration I made and were asked for their overall opinions, thoughts, concerns, ideas, and suggestions. We ended up talking to three different groups of peers in the class who all seemed to enjoy the concept overall. However a common theme that arised from feedback was that of scope, and the implementation of game elements. Many users felt that the scope was a bit undefined and could be tighter before we really dive into the project. This project has many moving pieces that we will have to tackle accordingly. Our scope initially was a bit wide since it was difficult for us to get a sense of the possibilities and scale we could work at since msot of us are not fully experienced in the software. However, we okan to address these concerns by meeting with eachother and reevaluating our goals and wants for the project while also balancing it with what we will need to learn in order to achieve those goals. By making sure we are all on the same page and creating tangible, realistic goals for ourselves, we aim to address the concerns with things like the mechanics, the camera, the models, etc.


Group 1:



Group 2:


Group 3:




Research Reflection


Through conducting research we were able to broaden our knowledge about a wide range of game related topics. I found I gained a lot from educating myself about the state of play and how it benefits people on a day to day basis. I also found my research on retro game trends to be quite valuable to me for inspiration for the art direction of our project going forward, allowing me to understand why games are made in retro pixel art styles and how it could benefit our small team for this project. As for my other team member’s research, it was very worthwhile to see just how varied of articles were explored, I learned a lot about Unity, the psychology of gaming, and sandbox games specifically. I feel that I am equipped with a deeper understanding of important topics that make up the core of our project plan, helping inform our direction, decisions, and scope.


Next Steps


As we start to create we will need to start employing more Action Research to discover important information and tutorials to continue to fill in gaps in our knowledge. Since most of us are very new to this field we will need to continue to research dynamically to educate ourselves in order to achieve our goals for this term in creating a fully functioning video game. It will not be an easy task but I look forward to working towards it and being open overall to learn and discover new tools and design theory.


We will need to quickly get everyone in our group to a workable knowledge level for both Unity, Blender, and Aesprite (Unity being the most important), in order to progress the project efficiently and execute our big ideas into reality. We plan on meeting and researching frequently to ensure we are on the same page, and are able to learn and develop our skills within the timeframe provided.


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