Art Direction | Final Project

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. 

Fig 1.3 Game Screenshots by Tao


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.

Fig 2.1 Logo Mood board from Pinterest

Fig 2.2 Updated Logo Sketches

Fig 2.3 Digitalized Updated Logo Draft1 

Fig 2.3 Digitalized Updated Logo Draft 2

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.

Fig 3.1 Color Scheme Mood Board

Fig 3.2 UI Design Mood Board

Fig 3.3 Design Element Mood Board

Fig 3.4 Health Bar Mood Board


Week 13

As for the logo I have tried my best to make it readable based on Mr. Kamel feedback. Once I finally finish with the design, I convert to it pixelized form.

Fig 4.1 Final Updated Logo Progress

Fig 4.2 Final Updated Logo Pixelization Progress

Last time I was unsure on how to implement Tao's Screenshot, and the picture show below is my first attempt. From the feedback given by Mr. Kamel the logo and UI must contrast with each other. Later I soon figure out the spelling for the title is wrong.

Fig 4.3 Updated UI Design Draft


Week 14

Logo

The design for the logo is a combination of modern serif typeface and celtic typeface to reflect world building in the game. The game took place 3,456 years in the future, where humanity is long forgotten. The city is now overrun by nature.

Fig 5.1 Final Logo Design


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.

Fig 5.2 Final UI Design Inspiration 

Title Screen:

Fig 5.3 Final Title Screen

Pause Screen:

Fig 5.4 Final Pause Screen


Options Menu:

Fig 5.5 Final Main Options Menu

Fig 5.6 Final Options Menu: Game Sub Menu

Fig 5.7 Final Options Menu: Brightness Sub Menu

Fig 5.8 Final Options Menu: Audio Sub Menu

Fig 5.9 Final Options Menu: Video Sub Menu

Fig 5.10 Final Options Menu: Scaling Sub Menu

Fig 5.11 Final Options Menu: Languages Sub Menu

Fig 5.12 Final Options Menu: Keyboard Sub Menu

Load Game Menu:

Fig 5.13 Final Load Game Menu

Quit to Menu Screen:

Fig 5.14 Final Quit to Menu Screen

Feedback Screen:

Fig 5.15 Final Feedback Screen

Loading Screen:

Fig 5.16 Final Loading Screen

Health Bar:

Fig 5.17 Final Health Bar

Quit Game Screen:


Fig 5.18 Final Quit Game Screen


Final Outcome

Final Art Guide

Fig 6.1 Final Art Guide

Final Art Guide Presentation

Fig 6.2 Final Art Guide Presentation


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.
    Specific Feedback:
    • None*

    Week 11

      General Feedback:

      • None*

      General Feedback:

      • None*


        Week 12

          General Feedback:

          • None*

            Specific Feedback:
            • the first draft of the logo design is more readable than the second one.

            Week 13

              General Feedback:

              • None*

                Specific Feedback:
                • The logo design and the UI must contrast each other


                REFLECTION

                As mentioned before game design is something way to of my element and there some technical parts I haven't reconsider before. Other than that, I think my skills on creating a game UI is slowing improve. And I almost close to figuring out on how to make Logo and UI design to establish its own identity. It took me some trial-and-error eventually mange to make its design more meaningful.

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