Game Arts 3: Refinements and Lineart

I booked a room for Saturday the 28th to be able to work on my design with university equipment; here, I completed the four refinements.

For the fourth and final refinement, I tried making a frightening, monstrous version of the design. And while I think I achieved in that, I also don’t believe it carries across the sin of Gluttony as well as the first or third refinement. I have a similar issue with the second design: while there are some design elements that work (the pig nose, for example, as pigs are notorious for being able to eat most anything), it feels too vague in what it’s trying to achieve.

In the end, I managed to do lineart for two of the refinements; I’m still indecisive on which one to pick, as I think they both have their pros and cons. The first design feels more primal and sinful, a violent and powerful representation of the sin, with a more complex design to show for it; the second design, on the other hand, is a lot simpler and less menacing, but admittedly carries across the message of Gluttony much more directly than the first design. This could be because I based it more on my research of other depictions of Gluttony in media, as seen in this moodboard I collected of pre-existing Gluttony designs:

I’ll pick one by tomorrow, as that’s when we’ll have to start coloring our chosen designs.

I’m really happy with this pathway so far: it’s making me think about my design choices much more than what I usually do, and it’s making for a very developed design. However, this only feels like a facet of Game Design; I expected to learn more about actual gaming setpieces, instead of character design, and this leaves me unsure of what the Game Arts pathway would actually be like. I suppose I’ll just keep moving forward and seeing where it takes me.

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