

Project 1: Concept
Notion Process Doc: https://fixed-circle-6f3.notion.site/Project-2-31bf87a692e3801cbb6eddf7db802320



Our final prototype at this stage is quite simple, focusing on the essentials to test before moving forward. The code was developed by Tim and Mikaela, while the models were made by Callan and I.
The following demo from Tim showcases the implemented feature of placing objects on a grid, deleting them, and drawing them.
The background boxes were created using a paid pixel-based art program called Aesprite. Whereas early on we were just using a pixel filter on some UI elements, making real pixel art was a lot more gratifying and effective. I was particularly inspired by Stardee Valley when designing these boxes. To add depth I added subtle highlights and shadow to the rounded corners of the box stroke. To save time, I used the symmetry tool so I could work on both sides at once.
We received feedback that the experience was a bit confusing from the start so we made sure to include a proper introduction to the game with instructions, controls, and overall context and rules. These were all assembled using Figma with icons from Icons8.
Another thing that made me come back to these models was the style and sizing of them. After seeing Mikaela and Tim’s demo in action it became apparent just how important sizing is for a grid-based experience. My old tree model was a bit too asymmetrical and overhanged over too many squares awkwardly and overall looked a bit out of place. To fix this, I stuck to making objects contained within a 32x32, 64x64 or 96x96 cube.
Once I got a hang of things, making models enmasse with MagicaVoxel became more fun than work. I was able to pump out a multitude of models in a short period of time. Using a mixture of the primitive shapes, symmetry, and drawing tools I was able to create simple models efficiently. When developing the new models, I would procedually send screenshots to the team to get opinions on the art direction and sizing. I would then take this feedback and iterate on the design more. While I did want to make more models in total, we had to keep our scope realistic to finish the project on time so I settled on letting there be at least 2 models per theme, acting like a taste into the types of models this game would have as a proof of concept / demo.



The final resulting game prototype has a lineup of 17 models and is fully functional with the ability to edit, draw, remove, rotate, and place objects along a island grid. The game was developed just enough to have a fully functioning demo that contains the core features and concepts we wanted to include. Even with the limited selection, users are able to interact with the island and personalize it with their own combinations of assets and arrangement of the terraforming terrain objects and tools. While we initially planned for it to be launched on an online website platform like itch.io, we settled on just an exe program for now as it would require alot of optimizing to be ready for the web.
We learned a lot about how to create an efficient workflow of model creation → game development. The experience has been very fun and engaging and was an excellent learning opportunity for us as designers to get a taste of the game design world.
We now feel empowered to try new things with action research and embrace the opportunities to learn more about tools we have not used or are not fully comfortable with.
Through conducting research via tutorials online, recieving feedback from one another and peers, and through hand-on action research we were able to achieve something greater than the sum of our parts. I learned alot about modelling and user interace in the context of the gaming industry which was my main goal for the class. The three projects to me, were in the format of "crawl, walk run" where in the beginning, our concept was ambitious but unrefined and vague, then after doing research, testing, and developing, we carved out and refined our approach and in turn, our product which we then we were able to bring straight to the finish line with the workable demo with full UI and a series of models developed by myself and Callan.Action research is something that came very natural to our group as our workflows as a whole and individually followed a similar strucutre even before the class. Through collaboration we were able to strengthen this apporoach to learning and designing to create new and exciting things and achieve most of our goals.
Through several weeks of research, testing, experiementing, and implementing we were able to create an optimal workflow that worked for all four of us. I felt empowered as a designer to work on what I love most . . . designing! It was very gratifying seeing my designs and concepts be brought to life in a video game and having ownership over that facet of the design.
The experience working in a team with very specific roles was very efficient and interesting to see executed in this project. The workflow allowed those in the designer role (Callan and I) to develop and design while the programmers (Tim and Mikaela) tested and implemented the models and features with communication between both parties for iteration and refinement on both ends. This workflow allowed me to inform my design and focus on the most enjoyable parts of the process for me which is the conceptualization and more artistic contributions to the projects.
Through watching tutorials I was able to understand the essentials of MagicaVoxel in order to develop an effective workflow creating, texturing, and exporting models to be used in Unity at a high output volume. Due to the simplicity and intuitive nature of MagicaVoxel it was quite easy to pick up and apply external knowledge of similar design software to. I am a very hands on learning so this type of learning style works great for me as I learn best by experimenting in procedural increments and finding opportunities to learn more where there are gaps in my knowledge through my general interests and curioisity as a designer. This class has proven to be a worthwhile experience, while I did not doubt that it would end up being as such, I was a bit intimidated by how much freedom we were given. In this class alone I have seen the most variety and creativity in projects I have seen in a single group of students and I am in awe and so proud of my team and everyone else for creating their projects for Special topics. My skills have grown but also my ability to learn, and manage myself in a high concept project like this when working with a team. I look forward to working on more large projects like this in the future alone and with a team.
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