W6 S2: Artwork Continued (11th March – 17th March)

Weekly Goal Finalise 9 Dark Cards, Draft 9 Light Cards, Print and test mat design, Print and test other components (if possible). Contents Games Development Death Token Design (Monday), Font Creation (Monday), Font Updates (Friday), Card Drafts x 27 (Friday), Games Development Mat finalisation (Being sent for printing) Monday: Death Token Concept & Design https://sketchfab.com/models/cbe3fb02f4ce4676b5cfb7ddbbd08444/embedContinue reading W6 S2: Artwork Continued (11th March – 17th March)

W3 S2: Testing, Testing, Testing! (18th Feb – 24th Feb)

Weekly Goal: Create an essay draft for the reflective journal, Finalise card list & start creation, Test everything!  Create a Rule Book for players (related to testing). Contents: Reflective Journal Skeleton draft (Monday & Friday). Games Development Totem Model - Mesh Recreation with Images (Monday), Analysing mesh problems. ✔ Overarching Graphical Theme and Layout of … Continue reading W3 S2: Testing, Testing, Testing! (18th Feb – 24th Feb)

W2 S2: Research, Branding (11th Feb – 17th Feb)

Weekly Goal: Understand through research what main question my essay will follow? Create Final List of Cards, Define Brand Identity and post on social media. Contents: Reflective Journal Neuroscience of consumer behaviour, Consumer Loyalty, Games Development Branding (Monday), Concept Art (Monday) Final Card List (Wednesday), Playtesting (Thursday), Jump Mechanic, Dice Rolling (Attacks). Final Logo Design … Continue reading W2 S2: Research, Branding (11th Feb – 17th Feb)

Card Design v.3 – Products, Materials, Software, Considerations

January 24th Card Design In this segment I explore my goals and expectations for the project and try to apply solutions to create an 'alpha' set of my playing cards. What is my goal? Med-High Quality, (Touch - Sight) Highly Illustrated, Visuals Fit the Character's Affiliation (light or dark - decorate border with aesthetically fitting … Continue reading Card Design v.3 – Products, Materials, Software, Considerations

Character Design v.1

TBC 24th January Character Types Dark Side Demi-gods (High power, High cost - special abilities) Heroes (Powerful, Medium cost- high defense) Notables (Balanced Characters - special abilities) Soliders (Fighting Class, low-Medium power, Low cost) Priests (Healing, Conversion & Necromancy, High Health) Light Side Demi-gods (High power, High cost - special abilities) Heroes (Powerful, Medium cost- … Continue reading Character Design v.1

Components: Damage Counters

Visual References 22nd January The purpose of damage counters is to help players keep track of damage taken, health left and other stats during play without having to remember these factors mentally. Counters are a fun additional component of play and add extra satsifaction for users. My current proposed product will certainly need a damage … Continue reading Components: Damage Counters

Visual Style

Defining and refining the Game's Style through Research: In order to direct my research I brainstormed a small list of themes, ideas and colours that I want present in the games visual style: Dark Bold Etherial Medieval Classical Mythology (Nordic, Greek, Egyptian imagery) Pagan (human-animal-nature hybrids, relatable imagery) Christian Art (halos, narrative composition, gold tones) Bold … Continue reading Visual Style

Card Design v.1 – Research & Prototyping

First Thoughts: Visualisation of Concepts 21st January: Digital Concept Colour: Playing with Template Design: Visualisation (Style, Colour, Format, Typography): Visualising my initial concept: My initial drawing stuck with me throughout this process of visualisation, I much prefer its' composition as it gives a decent focus on both the artwork of the card and also important … Continue reading Card Design v.1 – Research & Prototyping