Monday, 14 January 2013

Task 16: Elements of game design, part seven: level design

Right lets move briskly on over to the next topic of discussion, level design. I think I can safely assume we're talking about the design of a level, yes?  
Great.

Although there is obviously a great deal of concepting, referencing and artwork that does into the visual design and aesthetics of a video game level, all this is not what I really think about when it comes to 'level design'. Reference and artwork can help form the ideas of a level and give a designer something to base their level around but they aren't the true design process.


When I think of level design I see it more as the blocking out of ideas, the planning and basic visualization of an idea. Level designers use basic tools to plan out a level, building it simply and without distractions to see how it plays, feels and to see if it flows. Its easy at this stage to change things if its not working or it doesn't feel right, something that would be much harder down the line if the level was hurriedly put together without thought and consideration. This is designing a level at its core.
 

Blocking out a level
 
Now I have a basic understanding of what level design is, I can begin to think about the different ways it can be done to fit a specific style of game and the way in which it is played. For example what works in one game, given its AI, weapons and player interface might not work well in another title of the same genre. Goldeneye N64 levels make poor Doom levels; Doom levels make poor Unreal Tournament levels; Mario levels wouldn’t work for Sonic and Sonic levels wouldn’t work for Mario. This means it is important levels are designed with the game play style and genre in mind, for them to work.

While researching the level design topic, I discovered several different ways of designing levels which upon reflection I can immediately recognize within games I have played. These include;

Architect’s Design

This can be used in games that focus on environmental realism. For these games, most of rooms, hallways, and open areas feel like they were laid out to feel as realistic as possible without emphasis for the player start, ammo/health boxes, or enemy placement locations. It provides a strong sense of immersion when it’s done well, as the buildings aren’t laid out linearly for mission objectives, but it can make for awkward flow that confuses first time action players.

Crysis is an example of this method.

Fireman’s Design
Halo is an example of this method.

Other titles focus on flow of action. The player is rarely left wondering where to go next, since there are typically shots, yelling, and action taking place where he/she should go. This has been called the “Fireman’s Design,” since it results in the player rushing from point to point to “put out fires.” This requires a considerable amount of event scripting, and doesn’t leave much of an opportunity for the player to rest. This type of design can give the opportunity of a fantastic cinematic experience.



Curiosity Lure

Some games lure the player around via exploration. Tomb Raider and Descent both relied at least in part on this “Curiosity Lure” (the player’s left thinking “maybe this pathway leads to the exit?”). Without careful attention to attractive landmarks in the distance, and clear visual distinction between different rooms, it can lend itself to arbitrary map layouts, leaving the player wandering in cycles through corners for the next area to search through. Tomb Raider, for the most part, succeeded in doing this well, whereas Descent did it very poorly.

Tomb Raider is an example of this method.
Reverse Breadcrumb
This method of level design is called such, because "breadcrumbs" are scattered everywhere by the game’s designers, and the player finds their way through the level by picking them all up.
In this method items of low value are placed around the map to guide plays and indicate where they have or havent explored. The level designer uses this as a way to show the player were to go.
This approach constantly rewards the player, and leads to most or all of a map’s areas being explored in turn. Care needs to be taken in a map designed with Reverse Breadcrumb to minimize the depth and number of dead ends, to avoid the player getting bored or stranded without any more items as clues.




Zelda is an example of this method.
Arena Traps

The concept behind “Arena Traps” is to have the player fight battle after battle in isolated architectures. This avoids player’s using kill zones to take advantage of deterministic AI. It implies that the world has an overriding, malicious intelligence manipulating the player’s environment, but that works so long as the story takes the player to an evil dungeon, a trapped temple, or alien den.





Puzzle Based

Jumps, keys, physics engine exploits, and remote switches or time trip wires dominate puzzle based games. It’s rare to see an entirely puzzle based game anymore, but some degree of puzzle is more likely than ever to find its way into every game on the shelf. The Prince of Persia game series is one that uses this design method more than most.

Disguised Linear
When the player is stringed from one location to the next, but they feel like it’s their idea each time, then the level design is Disguised Linear. Done right, this describes a map that plays linear but doesn’t feel linear this can however significantly detract from the games re playability. On the plus side, it typically means the player won’t get lost, and the emphasis of the gameplay is on action or platform/key puzzles rather than exploration.

Hybrid


Most commercial games don’t follow any one formula. The most interesting games use a mixture of different level design methods that work well together, creating an interesting and balanced gaming experience.






Something interesting I found on this subject is a document written by Cliff Bleszinski from Epic Games, entitled "The Art and Science of Level Design", written in 2000, I found it to be an insightful read. 

https://docs.google.com/viewer?a=v&q=cache:XCY9vgOb1O8J:www.arts.rpi.edu/~ruiz/EGDSpring08/readings/The%2520Art%2520and%2520Science%2520of%2520Level%2520Design.doc+&hl=en&gl=uk&pid=bl&srcid=ADGEESgS2dlS5O0sCmwrsays4scZk0Sxax2Q6S6uFPc8j8pPHiCqyvGszBv6u2ix1M9UnMeyl5HqG4h9kKLoLKLFOG_q-FXBRGRZp5wiuk5zGQHzoLk-9TdxmcRCrYW_SJJF-1SME1nF&sig=AHIEtbQ2i2LTpqyl3gkj9ROxZDw9pXY46Q




Task 15: Elements of game design, part six: visual composition

Although this is very late coming I should probably get back to the blogs we are meant to be doing.

This time COMPOSITION. Something which I personally don't really understand. Like most people I can sort of see when an image or piece of artwork looks appealing or more interesting than others, something which can be put down to its composition, apparently.

I have a problem with composition in that it seems rather technical, when trying to learn about it I always seem to give up as I get abit lost and confused in the things its trying to explain. For example here is a wonderful looking tutorial from those ImagineFX people.

http://www.imaginefx.com/02287754331360267539/tutorial.pdf


Despite trying a few times I just can't get past the 3rd point. I loose commitment and interest. *sigh*
So what can I do but go to the very very most basic bit of composition, the rule of thirds. The rule of thirds is the simplest rule of composition. All you do is take your frame and overlay a grid of nine equal sections. This means you split the vertical space into three parts and the horizontal space into three parts. Here's what that it looks like:






The idea is to place important elements where the grid intersects as this is where the eye tends to go first. Here are a few fantastic examples stolen straight from Google.





Something else which can affect the composition and bring feeling to an image or piece of artwork is perspective. Used in the right ways it can have different visual impacts. When you're beneath the subject it often makes them/it appear more powerful to the viewer. Conversely, when you're above the subject it makes them/it appear more diminutive. You can use this to an extreme for a powerful impact, but it's also a very good subtle technique for portraits. Slight positioning above or below the subject can subconsciously imply aggressiveness or passivity. Additionally, left and right positioning isn't as direct and can often make a photograph feel more honest and candid. When capturing a moment, whether it's staged or not, photographing the subject head-on can often seem a little awkward and end up being less-effective.

Basically composition is a powerful tool that can be used by photographers and artists, to improve the look of their work. Its not necessarily the most important part of a piece, but great composition is something that immediately separates the amateurs from the pros and enthusiasts.

Right now I am definitely an amateur.
















A building or something...

Despite being in an awful state of mind I did manage to get my 3D done just before Xmas. *insert sarcastic whoop*.

It took a much larger amount of effort to get started than it should of, but at least I got there in the end. Once started it wasn't too difficult using 3DSMAX, but I guess it has always been my strongest subject (ish), so making the building didn't take that long. Texturing was a pain, mainly due to lack of reference images I could use for textures, given the building I was making was in New York that was to be expected. The worst part of the project, UDK. It was fairly simple to get my head round the process used to import stuff and set it up, I just honestly didn't really enjoy it that much. That and it managed to make my building look like crap.

I would now show some pictures of my project, but I have completely forgot where my project files are and how to use both Max and UDK *briskly bangs head on desk* Give me a moment.

- 20 mins later -

Right OK here they are. I would write something about why I chose the building and the choices I made while designing/making it but given I made it in November I actually can't remember.

Anyhow, here is my hideous building in 3Dsmax.







And here it is again in UDK, joined by the Blitz buildings and a rather familiar looking pile of rubbish.










Big decisions are not easy.

Right so its 14/01/2013 and to be honest I am hopelessly far behind on work. I'm not even going to bother with excuses because I know exactly why that's the case. Me.
Basically a few months before Xmas I decided I didn't want to continue with the course, for various reasons. At the time I was up to date on work and doing ok, but this was a massive decision I had to make and I put alot of thought into it. It wasn't an easy choice to make and I took alot of time over it but in the end I made my mind up. So I stopped doing my course work, 3D, drawings and blogs included and started looking for a job. Unfortunately I didn't make my feelings known to everyone else until the Xmas assessment, which was a big mistake, but basically I didn't want to feel like a complete waste of space by telling people I wanted to 'give up' which is what it felt like.

What I wasn't expecting was being encouraged to stay on the course and at least getting year 2 finished. So I was given the chance to catch up on work over the Xmas break. I completely understand that finishing the 2nd year is a good idea, the sensible idea, but I just can't get that through to my brain. I made a huge decision to leave and my brain made its mind up and now I'm finding it incredibly difficult to swing that back round and getting myself to do work. Over the Xmas break I have been working, pretty much 10 - 16 hours Mon-Fri at Royal Mail, which turns out is an extremely tiring job, especially on the night shifts. So I just didnt have the energy to get any coursework done.
Which leaves me in the position I am in right now. I would stay on the course and at least get this year done and dusted before leaving, but how do I pull it back after getting nothing done for almost 4 months? I think about all the work I am behind on and just feel like dieing. There doesn't feel like anyway I could possibly get everything done, (especially as I am still working occasionally). Even if I did just get on with it, what do I focus on, the new work we have just been given or catching up on the weeks of work I'm behind on. I just have no idea.

To make matters even worse, my brain is still just going "no, no, no, no f**k it. K thanks"

Just shoot me now.

Tuesday, 23 October 2012

3D Trash

 Our first 3D project of the 2nd year....trash! Yes, that pile of rubbish that most people would take no notice of. We have been asked to model and texture some in 3D, meaning we all get to go outside photographing rubbish looking like complete weirdos. The last time I used 3DSMAX was around April, so it isnt hard to imagine how horribly out of practice I am.  *sigh*



Unfortunately my lack of practice in recent months affected my entusiasm to start the project and I left it till the last week of the project to even get started. I was confident I could get the project done within a week but it still wasn't a great idea to leave it and then stress over being able to get it done in time.

Thankfully using the software came back to me quite easily after I got started and once I got stuck into the project I was able to complete the modelling and unwrapping within a few hours. I was really pleased I hadn't completely forgot how to do 3D and wouldnt have to teach it to myself all over again! Texturing was more problematic however, and very very tedious. I lost steam when I got this far and ended up taking a few days to get it done.

Last year I used to really enjoy Game Production and doing 3D, I would feel excited and interested when we were given a new project to do and couldnt wait to get stuck in. This year however I feel somewhat overwhelmed and uninspired. This is likely down to the large space I time I didnt do any, but also down to all the new things we need to learn to do, and the things that I dont know that I probably already should *cough* lighting *cough*. With all the new things like Zbrush and UDK that are looming I'm not confident at all about my work and what I cant produce. I feel I can always do better in 3D, better ways to model or texture but I don't know what these ways are and I dont think I'll learn them in time and my 3D work will always end up looking a bit rubbish.


With that being said here is my rubbish rubbish! yay...






                                                    

Thursday, 18 October 2012

Task 14: Elements of game design, part five: planning and concepting

Concept Art, those big old buzz words that everyone seems to love. Just stick them into google and your eyes will melt with all the pretty pictures. Here is just two examples of results on the first page of google image search...





The Internet is FULL of websites where you can go to glare at awesome looking digi paints that people call concept art, such as the well know "http://conceptart.org/forums/forum.php" Concepting is however, a largely misunderstood idea, and I will admit I was one of those people who thought concepting was just about drawing those pretty pictures. I come to realise now however how much more than that it really is. If for example you goggle image search 'concepting' you get a much duller set of imagery...
 That doesn't look very interesting does it? Where are the awesome characters kitted out in armour or the stunning environment vistas?
Elsewhere I guess.

This is what concepting is really about. Its about the basics, thoughts, references and ideas. Concepts are born from ideas and take them a step further. They aren't the glossy well polished artwork that probably took hours to create. 
I think people think being a concept artist means just producing nice pictures all day and they don't realise just how much really goes into it and whats involved. But who can blame them, that's all we, the public, every really get to see.

Companies release concept art books but it seems limited to showcasing the top quality well worked art. The sheer amount of artwork produced for a game must be massive and I understand that what can be included in art books is limited, so the best is chosen, I get that. But it would be really nice to see a collection of the art in progress. The real concepting of the game. The initial stages of ideas, planning and experimenting with the brief before everything is nailed down. This would really give an insight into how the game came to be, how people think and work together and what artwork really kick starts the gears of the imagination.

Throughout recent years I have lost my interest for stunning pieces of concept art, and this is generally why. I don't feel the artwork really shows me anything about how the game was designed or truly concepted. I'm just looking at someone who is really good at digi-painting showing off their skills, and that has become quite boring.


So now we get to the 'planning' stage. The idea of which I find quite dull. I just get an image of sitting around all day planning to do something but then never actually getting anything done. It gives me the sense of talking rather than doing and I'm more of a 'doing' person. But I'm overlooking the real importance of planning. Without planning nothing would get done in the first place. There would be no point to randomly starting to do things if they weren't following a plan that had a desired and planned outcome.

We need and use plans in everyday life, in order to make sure we get done everything that needs doing. I can't even imagine how many times I must have said "So whats the plan for today?' throughout my life. It might not be something I write down and strictly stick to, but it is basically the same as what companies and other people do all over the world. Why would game companies be any different? They need to plan their games. They set up teams, objectives, limitations and deadlines. They plan everything out, even if they don't know what the end result might be exactly, they still know when it needs doing by and how much it has to cost.



Planning is a large part of what makes games happen, granted they can often be pushed back and released at a later date or sometimes even completely redesigned but without a basic plan they wouldn't happen at all. An unfortunate example of this is Valve. They have released several good games but often release them years later than predicted or not released at all. Of course I have no real idea of what causes this to happen but from what I have read in the past a lack of good planning could be a leading cause.

Getting back into the swing...

We've been back at Uni for just under 3 weeks now and I've had an 'interesting' mix of feelings. I wasn't thrilled to be back to begin with, if I'm honest. I wasn't really looking forward to the endless hours outside drawing in god knows what weather conditions or spending hours staring at my screen trying to figure out how to get 3Dmax to play nice.
But it hasn't been all that bad I guess.
The first week we spent out drawing at Abbey park, the weather wasn't great but at least better than last year! I really struggled to get into drawing and it took alot of effort and visits back before I really started to get anything done. I felt I had a very strong block, perhaps just my stubbornness to get started again. I guess I was just afraid I would be terrible after not drawing for so long and suck at it again, and nobody wants to suck.
I made the decision pretty much straight away that I was going to stay well away from digital work. At least for the first few weeks. I don't personally enjoy doing it and don't find it all that impressive either. I decided that if I was going to get back into drawing and do it well I would need to do just that, draw. Not use Fancy programs to get fancy results., I'm sure there will plenty of time for that in the future.
So I stuck to traditional work for the first two weeks, mainly inks and water colour washes and I actually really enjoyed it. I find not worrying about having to produce really pretty digital masterpieces to compare with everyone else very liberating. I've been able to just focus on what I'm doing and what I'm learning and how I can improve. Its been alot of fun rather than alot of stress. which is nice.

Just in these two weeks I feel I have developed a way of using ink and washes that I no idea about before. I've been able to produce interesting, (mostly) accurate sketches quickly that don't look half bad. So I'm happy.
So here's a small sample of work from the 1st week at Abbey Park.

 
 
 
By the end of the first week I felt more confident with my drawing again and interestingly found it much easier to sketch confidently with a pen rather than a pencil. I continued this technique throughout the 2nd week at Loughborough Great Central Railway.
 


I felt confident enough drawing in this way that I used it to do my final piece for the Train station and I think it shows a marked improvement from my Abbey park final.



I still haven't done any digital painting *sigh*. I don't really want to but everyone else is churning out some amazing looking digi paints so I guess I'm going to have to start soon just to keep up. But maybe I can keep doing traditional for a while longer, its so much more enjoyable.

Sunday, 7 October 2012

So now Year 2...

So the date is 07/10/2012, the summer holiday has come and gone and it is now Year 2 at University. If I'm honest I didn't do all that much during the last few months. The plan was to have a week or two break to relax and then carry on with a productive routine throughout the holiday.
That didn't happen.
My priorities changed somewhat during the summer. I was jobseeking and working for a large part of it, getting married, playing games and relaxing for the rest of it. It worked great for destressing and having a nice time but has left me woefully unprepared for the start of the year.

There is however, not much I can do about that now and I must look forward to the coming months and getting back into the swing of Uni.
Looking back at the first year now I release I didn't spend enough time workly productively and despite making vast improvements in all areas throughout the year, still have a long way to go.
My goals for the second year, as I stand now, are to stay focused and aproach work sensibley.

I know from experiance of the first year one of the worst things I can do is get overstressed about work. It isn't productive, it makes me feel quite depressed and ill and the vast majority of the time it isnt even justified.

There is a variety of areas I want to improve in this year and new things I want to learn, but I can't do either if I'm spending all my time stressed out. I want to use this year to improve my abilities in as many areas as possible and getting work done to the best of my ability.

I also want to use the year to grow personally in other areas that interest me. I know I can acheive more if I put my mind and effort into it, rather than constantly worrying about everything I'm doing.

So, bring on the second year and we'll see how it goes.

Sunday, 22 April 2012

Bringing it all together...A Year 1 Review

So the last day has been spent collecting and preparing all my work for hand-in tomorrow and its been an 'interesting' experience.
I say interesting because it has been quite stressful, but also positive. While sifting through all my files and folders I've realised just how much work I've produced over the last few months. This is were the stress comes in. I have masses of files, all over the place, spread between 3 different hardrives and memory sticks with inconsistent folders between them. My memory isn't great so trying to remember everything I've done and should have for hand-in just wasn't happening. Thankfully Chris had posted a list on Facebook and with that I could collect all my 2D work together.

The positive effect of having to do this however was being able to compare my early work to some of my latest and seeing just how much I have improved, in pretty much all areas. I've never been that great at the 2D aspect of the course and have often worried about it but it's nice to see I've made improvements!

With all my work sorted I then decided to try and present it a bit better than just a lazy scan. I went through my work, sorted into their projects and picked out the best of what I had done and sorted them into a sort of portfolio thing. I haven't really done anything like it before so wasn't really sure what I was doing or how to make it look good but I wanted to do something with my work.

It ended up to be 73 A3 pages of 'presented work' with a hell of alot being left out....mainly because it was sh*t.  So here's a few examples...









So here I am...almost at the end of the 1st year and Jesus has it flown by. The course has been a shock to the system if I'm honest, with a host of ups and downs along the way. I'm not sure what I was expecting when I started last September but I don't think I was at all prepared for what was coming. The quantity of work we were meant to produce and the pace of the course was a punch in the face to the ideas of 'sit around drawing for a few hours and then play some games'. These were never my thoughts to begin with but the level of hard work required was still a stunning new experience.

I feel unfortunate to be in such a large year group that we have needed to be split in half, meaning we only get half the time with lecturers but I'm not sure this has had much of a negative effect other than a mental one. What I've come to realise over the course so far is its all on me...if I want to get better, if I want to make prettier pictures or learn to understand lighting or use colour I have to go do it. I can't sit around just doing what I'm told and expect to magically learn these things just from being on the course. I have to make the most of the time I'm in University and take advice where it is available and fully commit myself and my time to what I'm doing or I'm never going to get anywhere!

I have tried to get better myself in the past but with such a wealth of influence out there I've never known where to start or even how to start. I think in this area the course structure has helped me massively. Everything we've done has been for a purpose of improving some fundamental skill. We haven't been told ' go learn 1 point perspective this week! Off you go!' and then left to try make sense of it ourselves. We've been shown what we are trying to grasp, how to make sense of it and then take to place and given a subject to practise with. This method has told and shown me what I need to do to develop the fundamental skills I need to get anywhere, where I have failed was thinking that was ever going to be enough. I didn't take on board  what I was beening told and practising and running with it, I was just doing what I was told and then stopping. Which I've found out just isn't enough.

Through the 2nd term I have tried to put alot more effort into my work and take it abit further but found the work load after the Christmas break a real struggle. I continued to work over the break but I found the slower pace of not being at Uni took abit of a toll and I started to feel very tired and lazy. This meant when I came back I was all over the place, out of tune with the work and horribly slow! The projects just kept piling up and I didn't know what to do first which meant I really fell behind in 2D during the 2nd term. Thankfully working hard over the Easter break gave me the chance to catch up but there are projects I'm not happy with and I never even wanted to fall behind in the first place.

What I want now is a clean slate. I want to hand in all the work we've done so far and be done with it! It sounds negative but its because I have improved so much through tout the year I feel hindered by my earlier work. Looking back I can't help but want to redo everything I did in the first 2 terms because I know I could do so much better now and get a better mark, but there just isn't enough time. I want the chance to redo things to be gone, so that I can move forward and not worry about redoing anything.

Despite knowing I have improved massively throughout the year I can't help but think I could of done more. You can always do more of course and I find knowing where to stop and sometimes start difficult. I could work myself 24/7 striving to improve but I think I would just burn out, I need some breaks or I just become too tired. On the other hand taking a too relaxed approach to work and improving means I won't get any better. This is a balance I haven't yet managed to find and hopefully will do a better job of in the future. With the summer break fast approaching I want sort myself out and get into a routine that will help me use my time more productively.

Another thing that has become apparent over the last few months is competition. Up till this point in my life I haven't really thought about competition and what it means to me and everyone else. However being on the course with 100 + other students, being able to see their previous and recent work I can't help but compare myself to each and everyone of them. I know we aren't meant to compare ourselves to each other and instead help each other via criticisms and help but its unavoidable. If people on the course upload stunning digi paints or master full traditional pieces I can't help but feel disappointed that I'm not capable of the same. I have thought in the past, 'Ahwell I have the time to improve and become that good', but now, with the 1st year almost gone, I release I dont have forever and time is running out. These people that can produce a much nicer picture than me also aren't just going to sit still and wait for me to get better than them, they will be pushing forward as well, constantly improving and I relise this isn't just going to be for the duration of the course. This is going to be the same forever. The competition in University is soft, friendly and helpful, but once we are done we are stepping into a world were everyone else has been trying just as hard, if not harder, than us to become the best they can. This competition is only going to get harder, faster, worse, with people always aiming to be better than each other to get that job.

So the course so far has brought some stark realisations for me. The world isn't rosy and cushy and I've reached that point in my life when if I don't try hard I'm going to miss out. I've gotten this far and I now have a shot at doing something I enjoy with my life IF I put the hard graft in now. The gaming industry is a rough place, with the economic times not helping and companies aren't going to hire everyone who wants a job. By the time I finish Uni there might not be a job out there for any of us doing exactly what we want to do but its impossible tell and the skills we are learning now are universally applicable to a variety of areas. I have really appreciated this area of the 1st year, the chance to learn and practise fundamental skills which can be applied in different ways and not to the one subject ' Game Design' that we are studying.

With everything in mind, an area I think the course could be improved would be personal interest and encouraging us to do things outside of the curriculum. I'm not sure that's a fair comment though, given it is art and its very much on our backs to do more. If we enjoy art we should want to be doing it all the time anyway, and shouldn't need to be told to do more, but with the pace and work load of the course it is often difficult or impossible to fit in some personal stuff. I couldn't help but feel any time doing personal stuff would be wasted as I could be spending it on coursework that will be marked. So some encouragement or inclusion of personal art interests could increase the enjoyment and effort towards work.

Installing a 'crying corner' might also be a good idea.

Sunday, 15 April 2012

More of the slum environment...

I found it difficult to imagine and think of the slum environment working digitally so I decided to have a go sketching some out instead.

It was hard to begin with but I started to get into the swing of it and think I managed to produce some interesting thumbnails that could be developed further.

After doing a series of thumbnails I starting using inks to bring some colour into the sketches to bring in some colour palette ideas.





Despite enjoying the process of making thumbnails I've become somewhat uncommitted and bored of the slums idea. ¬.¬ *sigh*

I do have some other ideas that I think are most interesting (and amusing) such as a game that involves the player being a rat and chewing its way through a house/garden sort of environment. It would be a side scrolly game that involved simple colourful drawings and a cute rat. I have become more interested in this than the idea of a 'next gen slum' scene.

I however have to much work to get done before the end of the holidays to commit any time to this idea unless I get everything else finished.

*rushes about to get things done*

Interesting Character

Bit overdue but I wanted to do a brief blog on my interesting character project.

Given the project was meant to start with an interesting character that we found in real life I didn't really know how to begin. It might just be my opinion but I don't personally think there are that many interesting people around Leicester, so I wasn't holding out much hope for the project.

Not looking forward to the prospect of scouring Leicester for someone that even remotely interested me I decided to carry on with another project and went to draw the Guildhall. It was here I actually hit a stroke of luck and not one interesting person turned up but a whole family of interesting people!
Yes there was a mum, dad and 2 young girls that I personally found very interesting and appealed to me. They very kindly allowed me to take some photographs of them and do some quick sketches of them as they continued to explore the Guildhall.




From this starting point I explored within the project and expanded with styles that I thought was fitting and interesting.

I made some mood boards from collected images and from here made some basic silhouette ideas. I found it difficult to find a silhouette that I liked so I decided to make my own. Using some basic clothes that gave a good shape I got Luke to photograph me in various poses, I then used these images to block out over 35 silhouettes.

Some of my silhouettes

From these I was able to pick my favourite 3 that I thought gave an interesting and strong silhouette. Over these silhouettes I developed a variety of clothes. I spent quite a while mix and matching all the various ideas I had come up with until I found the combination I liked the most.

Clothing designs.

The next step of my development was to start experimenting with some colour, I decided to do this traditionally using inks rather than digitally.



When I was happy with a colour theme I produced a traditional final piece of my character before then doing a digi paint aswell.

With my character designed I then thought about putting her into an environment. In keeping with theme I decided to put her in a Steampunk themed bar based around the existing 'Edison Bar' in America.

Final character

Final character in scene.