25.11.2025 - 23.12.2025 (Week 10 - Week 14)
Caitlin Ong Lynn Dee / 0343801 / Bachelor of Design (Hons) in Creative
Media
Art Direction
Final Project
INSTRUCTION
Final Project: Art Direction Guide Series: Unified Creative System for Product Launch
The Final Project is where we continue where we left off in Project 1 but, this time we are supposed to create an art guild book.
Fig 1.1 Final Project Brief
Week 10
Week 10 is where we present our pitch for the game. According to Mr. Kamel our game is lack in three different areas. The game doesn't have a clearly defined obstacle. The gameplay section needs more clarity and detail. And the unique selling points should be more elaborated.
From there, I don't have a specific job to do other that give Felita JPEG for the UI and typeface file used in the game foe the Design Document.
Fig 1.2 Art Guide Draft
Week 11
When we show the design document to Mr. Kamel, he said it should look like
a creative design document not a plain written report. Later on, Tao provide
us new scene of the game, and it gave me the idea to overhaul the logo and
the UI.
Week 12
Updated Logo
I felt the original logo doesn't communicate with the game's visual
identity, so I tried remaking it feel appropriate towards the setting of the
game. Tao informed me the game is supposed to light fantasy. And it gave me
the idea to make logo based on to be a combination of Celtic font and
modern serif font. I have made 3 sketches and 2 digitalized drafts of the
updated load.
Updated Visual Identity:
- Color Scheme - The color scheme contains muted naturalistic color to fit in the overgrown nature setting and to fit in the atmospheric and melancholic tone
- UI - The UI will be inspired by old nature oil paintings
-
Design Element - The acorn serves as a visual motif to
symbolize the main character's innocence and growth. As the fox has to
face the challenge to enter uncharted territory, overcoming the
hardships of finding hope in a deadly situation.
-
Health Bar - The health bar will feature a realistic heart
to accentuate agency to the main character in a harsh
environment.
Week 13
Week 14
Logo
UI
The UI design is inspired by super 8 films, reflecting how manmade tools
are a thing of the past since all of civilization is wiped out.
Title Screen:
Pause Screen:
Options Menu:
Load Game Menu:
Quit to Menu Screen:
Feedback Screen:
Loading Screen:
FEEDBACK
Week 10
General Feedback:
- Obstacle: The obstacles in your game are not clearly defined. Please explain what challenges the player will face, how these obstacles appear during gameplay, and how they contribute to the overall difficulty or progression.
- Explain the Gameplay: The gameplay section needs more clarity and detail. Describe the core mechanics, player actions, controls, and how the game loop works from start to finish. Make sure it is easy for the audience to understand what the player actually does in the game.
- Reason People Want to Play: You should elaborate on the unique selling points of your game. Why would players be interested? Highlight what makes your game fun, engaging, or different from other similar titles. Discuss emotional appeal, visual style, story hooks, or innovative mechanics that motivate players to play.
- None*
Week 11
General Feedback:
- None*
General Feedback:
- None*
Week 12
General Feedback:
- None*
- the first draft of the logo design is more readable than the second one.
Week 13
General Feedback:
- None*
- The logo design and the UI must contrast each other












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