WEEK 7 - 12th April
Hand-ins, Asset Creation, Marketing, Sound Design
Monday 12th April
This week we each have hand-ins scheduled and a progress check for development.
WORK DUE THIS WEEK
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Game walkthrough video
Next set of asset creation
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TO DO LIST
Begin Marketing for Anima Mundi
Begin research into Sound Design
Perform Asset Testing / Quality Assurance
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During Easter and in preparation for this week, I began the Marketing for Anima Mundi! The team and I discussed how I would take on this responsibility and I was more than happy to be of assistance. I have documented my Marketing work here: Marketing > Anima Mundi.
TEAM HAND-INS
This week Charisma has posted her asset creation and Molly has sent through her sprite sheets for the Shamans movement.
I will be providing Charisma with feedback via the Asset List which I have attached below.


Charisma adapted the panpipes with the following feedback:
(Can be found via Asset List)

THOUGHTS
I love Charismas new selection of assets, however the tree animation needs a little bit of adapting in order to fulfill its purpose!
The obstacle the player faces at this stage are branches strewn across the platform, making them unable to progress. In order to represent this clearly the branches must be visibly collapsed in front of players to make them recognise they need to use their ability to overcome this. If this isn't clear, players will be unaware of what to do and have nothing preventing them from progressing and unintentionally ignoring puzzle interactions.
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I have provided Charisma with the necessary feedback for this selection of assets:

MOLLY
Molly has sent her final sprite sheet for the walk and jump Shaman movement!

THOUGHTS
Using this final movement, I can implement the Shaman into scene testing in order to make refinements on art style and potential clashes of colour etc. This all depends during testing!
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I can also use the Shaman to create a representation of a scene from the game.
MY TASK (Sound design can be found here: Sound Design)
This week I will be focusing on continuation with asset creation and finalising the game walkthrough video!
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I have gathered a list of example sound effects and a soundtrack which would work best in our vertical slice. (Research into Sound Design can be found here: Blogs>Sound)
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SOUNDTRACKS: (I will use this as inspiration to compose our own)
These soundtracks I have sourced are primarily used as relaxation methods and to make people feel at ease. They are usually used for concentration methods or to act as background music during revision/studying.
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For Anima Mundis soundtrack it's required to make players feel at ease while playing the game, and to do this by using soft and gentle notes to create a sense of tranquility and peace. Using this selection of sound I can apply this to our game walkthrough to demonstrate our vertical slice as realistically as possible and to also gather market research/feedback, to make improvements during development.
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https://www.youtube.com/watch?v=hj83cwfOF3Y
https://www.youtube.com/watch?v=I0LKCd094HM
https://www.youtube.com/watch?v=lCOF9LN_Zxs
https://www.youtube.com/watch?v=VADfDjLrYRA
https://www.youtube.com/watch?v=z07kHwdycpM
‘Newborn’ Audio - Imovie
https://www.youtube.com/watch?v=tff-vRUXZR4 - boulder drop
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https://www.youtube.com/watch?v=H9yJsRJ9bd0 - gust of wind
https://www.youtube.com/watch?v=KnJaayv6fsI - panpipe tune
https://www.youtube.com/watch?v=EFY9TX2Fghg - jump ‘swoosh’ sound
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Using this I was able to complete the walkthrough video with additional elements!
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PROCESS

WHAT DID I DO?
I have used my images taken from the game overview to create a stop motion animation and have it appear as though the Shaman is moving similar to how users would play the game. Within this I have included appropriate audio effects and a soundtrack found from multiple sources online to create a realistic representation of the experience.
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WHAT DID I USE?
I used the program IMovie to achieve this as I am familiar with their software and I am comfortable creating videos similar to this one. They have a great range of effects as seen above which I used to create the different sound effects, for example rainfall.
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THE VIDEO:
THOUGHTS/REFLECTION
After sending my video in Slack I gathered some comments from Charisma regarding the use of Sound!
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Charisma recommends having a play around with sound for our game in order to gather the best ones for our experience and to create the atmosphere we desire.
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NEXT STEPS
From this I will be creating a Spotify Playlist full of songs similar to the vibe of Anima Mundi. As Sound Designer this will be extremely helpful in during the creation of the soundtrack and will inspire the way it turns out!
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I will also be using this video to share with potential users of Anima Mundi and gather feedback/suggestions which will help develop both assets and sound.

SPOTIFY PLAYLIST - ANIMA MUNDI
I have made a Collaborative Playlist on Spotify named 'Anima Mundi' which I have also shared with the Team via Slack. This enables them to add songs of a similar genre and to influence my composition.
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You can also access my Sound Research here: Blogs>Sound.
I have documented my sound design via another section of my website which can be found here:


I also collected images from the team to post our second post on instagram called 'Meet The Team'. You can find this documentation in my Marketing section found here: Marketing>Anima Mundi.
MARKET RESEARCH
I will be playing the finalised walkthrough video to two individuals to gather their thoughts/feelings and other comments or suggestions they might have regards to the experience.
Due to the Coronavirus Pandemic I would usually share this with more people however right now this is inaccessible. These individuals aren't regular gamers therefore it would be good to gather feedback from someone other than an everyday gamer.
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PURPOSE?
The purpose of this is to gather an understanding of how users will feel while playing Anima Mundi and how we expect them to feel. From this I can create an experience map to understand the journey of the player. (This will include Usability and Enjoyment etc)
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QUESTIONS TO ASK:
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How does this video make you feel?
How did the music make you feel?
Were you aware of the sound effects? If so what did you think about them?
Any comments on the assets/design of environment?
Do you vision a colour scheme for this game?
Do you have any additional suggestions or comments?
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BEFORE THE MINI INTERVIEW:
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EXPLANATION FOR INTERVIEWEES -
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Explain Pitch:
"Experience a journey of self-discovery, by completing puzzles and restoring beauty within your environment"
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Explain the basis of the game/art style etc:
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Japanese theme with an original art style
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You play as Shaman and must complete puzzles to progress
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After each puzzle you light up a lantern and essentially light up the environment
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You can't progress until these puzzles are complete
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Game takes place in a 'Sky Region' environment with Japanese architecture
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FIRST INTERVIEW - written during interview.
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NOTES
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How does this video make you feel?
Felt at one with nature, really enjoyed the feel of the experience. Felt a sense of peace.
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How did the music make you feel?
Evoked a sense of peace and tranquility. Music was calming, loved that the most.
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Were you aware of the sound effects?
Yes it created a realistic representation of the environment. Made her feel as if she was there.
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What did you think about the design of the air region? What colour scheme do you vision for this game?
I liked how it seemed as though the character is in the sky almost above earth. I can see 'natural earthy colours' for example greens, browns and an occasional pop of vibrancy.
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Do you have any additional suggestions or comments?
I would like to do something other than the puzzles, maybe sit on a bird and fly?
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SECOND INTERVIEW - written during interview.
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NOTES
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How does this video make you feel?
Was peaceful, made me feel at ease. Enjoyed that very much.
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How did the music make you feel?
Music implied a sense of calm.
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Were you aware of the sound effects?
Yes as it all added to the experience and made it feel real.
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What did you think about the design of the air region? What colour scheme do you vision for this game?
Japanese style architecture and nature. Recommended looking at 'Red Asa Trees'. Design waterfalls and rocks for the fore/background. Visions it having a very colourful appearance to add to the beauty.
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Do you have any additional suggestions or comments?
Would like to see more blossom flourish. (Big fan of gardening) Felt a sense of achievement once the lanterns turned on. Would also like to see more Japanese architecture to really capture the theme. Recommended looking into Shrines.
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EVALUATION/REFLECTION
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WHAT HAVE I LEARNED?
Sound is a very important factor of Anima Mundi and this is something I must focus on to achieve the experience we intend for. The music is what they enjoyed the most as it made them feel as though they were there - almost captivated them, linking to game engagement. (Can be found in my Blog section)
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I will look into more Japanese Architecture and implement this into the vertical slice. This will make the theme much clearer and add to the environment.
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Could also be an option to move away from puzzle interactions and offer players the chance to explore the environment through other ways. For example being able to traverse backwards and sit in a tree, potentially listen to some calming music. IDEAS:
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Possibly be able to change between soundtracks
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Sit and observe environment
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Interact with animals around environment, maybe option for dialogue system?
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Other ways for player to take a step away from puzzle interactions - this makes game less linear and also replayable as players would want to revisit regions in order to find the hidden areas in which they can explore more of.
(These are all potential ideas for a finished game that we may not be able to implement into our vertical slice).
EXPERIENCE MAPPING (2)
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Referring to the feedback gathered and structure of the game overview I have created another experience map to evaluate the thoughts, feelings and actions of the player during the vertical slice.

EVALUATION
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From this experience map it's clear that this time around the experience is much more enjoyable for players. There is opportunity for exploration around the environment as well as the chance to observe and listen to music! These are elements that have a huge impact on game engagement and immersion which are our top priorities. Throughout gameplay players are more relaxed rather than feel challenged or on edge which we want to avoid.
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As it stands, working on the visuals still remains as our top priority to achieve beauty within the environment and to ensure our game appeals to users. In the next few weeks I will be performing a series of asset quality reviews and scene tests to make sure our work is high quality and meets the expectations of the vertical slice.
ASSET CREATION
I will be creating more assets in line with our desired art style and also reviewing both Charisma and Molly's new assets posted via Slack.
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Today I will be focusing on designing concepts for Japanese Huts:
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WHAT DID I DO?
I began by using the mood-boards taken from the art bible to sketch concepts for a series of Japanese Architecture. From my 'Japanese Architecture' research I have chosen to design temples and 'shintos'. For now I will be working on the design of the Japanese Huts.

WHAT DID I DO?
By gathering inspiration from my architecture research and creating mood-boards, I created silhouette concepts and sketches of appropriate assets to be placed in the environment. I made sure to take the traditional style and design this in my own way. Once I had chosen my final designs which I thought were the most appropriate in terms of scale and appearance, I used our final colour palette to create shades and begin painting.
I used the final chosen colour scheme to use a deep shade of Red which will correspond with the other assets in the environment, similar to the bridge. It's important to do this to avoid clashing of colour schemes and a mismatch of styles. We must focus on keeping our art style consistent!
PROCESS
SOFTWARE: Adobe Illustrator
BRUSH TYPE: Round Brush Tool
BRUSH SIZE: 2pt and 0.25pt outline
Using Adobe Illustrator I used the 'eye drop tool' to break down the final colour scheme into multiple shades of reds. This was also inspired by my mood-board of architecture which influenced the overall design of the temple.
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I made sure to use the same brush strokes as identified in the Art Bible and outlines similar to those Charisma has been using throughout her asset creation. This ensures we keep asset creation consistent meaning the end result will be much more appealing and higher quality.
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After creating a quick concept using different colour schemes I decided to implement some of the other colours from the palette such as shades of green to associate this with the earthy tones of the scene. I then created 3 concepts which I will finalise after testing.
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PROCESS
To finalise a design I used shapes and geometrics in Illustrator to put together the Japanese hut/temple. I created a variation of shapes and modified them using the 'Anchor Tool'. This allowed me to custom the shape but achieve smooth lines, for example the verandas around the temple. This achieves a much more professional finish compared to my original sketches. By doing this, I was able to select each shape and fill them in the colour I desired. I experiemented with my original colour palette, and added in additional details such as tinted windows and lantners. I then adjusted the outline of the temple to be 0.25pt, to keep this consistent throughout asset creation. My next steps will be to test these and further improve my design.


PROBLEMS THAT AROSE
I took my sketch concept and created a final design using Adobe Illustrator and focused on making it match the theme of the environment.
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I was concerned that the shade of red would not correspond to the shade of the Bridge I had previously made therefore I put them next to each other with their individual colour values. From this I was able to create another variation of hut which worked much better. I also created another shape of temple so that we had variation within our environment. The outcome of this design will depend on scene testing which will take place next week once I have gathered enough assets to form a final scene.
NEXT STEPS
I plan to send in my final set of assets next week when both mine and Charisma's assets are due. I have also begun to make a video explanation on how to use Illustrator and how I made these specific assets. This will be a form of training.
END OF WEEK EVALUATION
PROJECT PIPELINE/MILESTONES
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We are on path to produce and hand-in all all assets by Week 9 as well as conducting Scene Testing during Week 8. I have focused on conducting quality assurance tests and providing artists with feedback to make changes before we make assets final. I am paying attention to consistent art style and if the design fulfills its purpose - If not, I provide artists with feedback via the Asset List and eventually mark completion.
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If next week goes smoothly, we should have both assets and animations completed by Week 9. By next week, If this is no longer achievable, we must come up with a solution to resolve this issue and adjust our methodology accordingly.
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This week we have met our fourth milestone which is Marketing. As this is my responsibility I have made sure to document the process which can be found here: Marketing > Anima Mundi.
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ARE WE ON TRACK?
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Although we experience a little bit of set back during previous weeks, we have managed to catch up with tasks and work missed. Our position at the moment is stable and we are on course to complete asset creation by Week 9. From this point onwards we can focus on implementing this into Unity and finalising game structure.
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SELF EVALUATION
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I am aware of the tasks required from me and have taken note of this to ensure I complete everything within the given time frame.
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This week I began looking into Sound Design and Marketing. I have created blogs where I have documented research as well as a section in my website to document my Marketing process.
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I am happy with my progress in asset creation however I need to make sure I have everything sent in next week so we can move on and I can take time for other elements of the vertical slice. I am confident I am working on schedule.
WEEK SUMMARY AND REFLECTION
This week we are on target to have the next set of assets in by next week. Next week I plan to build my first scene test using our completed assets and if necessary, will write feedback and make the necessary changes. Everyone is working on schedule as we aim to have the expectations of the vertical slice complete by the 20th May. If we continue working at the pace we are now, we will be sure to get this all done, leaving room for any risks or issues that may occur.
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NEXT STEPS
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DANIELLA
Daniella has been assigned creation of the Windmill and sent the art bible to ensure our art style is the same.
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CHARISMA
Charisma has been assigned continuation of asset creation.
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MOLLY
Molly will be working on adapting her Idle animation and also working on both Gust and Boulder animations.
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KIERA
Kiera will be continuing work in Unity and implementing Molly's animations while doing so.
Also scheduled to work on New background concepts which I will be able to test with next week.
EMILIA
Plan to send in an updated Asset list to the team next week with additional feedback once I have received all assets.
On track to creating a series of scene mockups allowing me to test the quality of the assets in the same scene.
I will also be assisting Charisma's creation of assets and continuing my own.
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How am I feeling?
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