GAME STUDIES JOURNAL

29/08/2022 - 11/12/2022 (Week 01 - Week 15)
ALICIA TENG YI LING / 0345159 / BDCM
GAME STUDIES
Journal



LECTURES

Week 01 (07/09/2022) / Introduction to Game Studies

We are allowed to use Wix or Google Sites for the group blog.

Keep journal articles and primary references within 5 years

Exercise 1 Task:
  • Personal Gaming History (presentation is no more than 3 minutes)
  • Create a map of it
  • List down some games u were playing since u were 5 till now
  • Only significant games that have changed u that have been part of u growing up
  • Make the map interesting, like an infographic
  • Put the years on the games
Game Ideas (Chronologically)
  1. Fireboy and Watergirl
  2. Sims 2
  3. Candy Crush
  4. Sims 4
  5. Rainbow 6 Siege
  6. Stardew Valley
There are 5 exercises in total (do them in your own time over the 14 weeks and present them in your tutorials) 

Take a look at my game studies exercises here if you're interested.
 


JOURNAL

To do:
  • Week [1]: holiday!
  • Week [2]: Meeting Dr. Charles
  • Week [3]: Find your group
  • Week [4]: Research
  • Week [5]: Determining Roles
  • Week [6]: Prototype Testing 
  • Week [7]: Work!
  • Week [8]: Board Game Ring Designs
  • Week [9]: Challenge Cards + Mystery Cards
  • Week [10]: Gameplay Website
  • Week [11]: Website Icons
  • Week [12]: Patching issues
  • Week [13]: Game Document + Update on progress
  • Week [14]: Instructions Manual + Game Document
  • Week [15]: Finishing up

Week 1

Public Holiday!

Week 2

In this week, we had class physically on campus. It was my first time meeting Dr. Charles in person and he started by giving a briefing on our MIB and the module itself. He essentially explained all the exercises that we would have to do as well as the group project in which we must make a game. It will continue over the whole semester and have one large outcome.

We were tasked to start doing our first exercise which is regarding our history with games. Take a look at it here if you're interested. 

Week 3

To do:
  • Research on interesting games
  • Create a documentation of your ideas
  • Present them to the group

Process:

In the third week, we were tasked with making groups of five to six people. The group I ended up in consisted of four people from BDCM and an individual from IT. We started discussing rough ideas about what type of game we'd like to create. Due to the fact that it was all very new and too general, we decided to create a sort of documentation of our own individual ideas and then in the following week we would communicate and vote on which one we like the best. So far, it seems that at least the art style is going to be related to pixel art and the aesthetic theme is fantasy. 

In my group is:
  • Vernice
  • Lova
  • Danish
  • Harpreet

Displayed below is a screenshot of my contribution to the ideas pool.


Fig 1.1.2 Screenshot of my Ideas

Weeks 4 - 7

To do:
  • Determine member roles
  • Work on assigned design tasks
  • Continue research on game board designs
  • Continue research of pixel art styles

Process:

We gained a new sixth member as Melissa joined us later on. Around this time we decided that due to the fact that none of the group members have familiarity with coding games or using game engine software, it was decided that we would make an analog board game. 

Before we made the decision not to have individual characters with unique roles and abilities, I made a test character card. We ended up not using her but she was a part of my design process so I included her here. 


Fig 1.2.1 Test Character Card

[Determining roles]

I ended up having a meeting with Vernice and Melissa. We decided to sit down and properly discuss roles as we felt that there was a lot of confusion and vagueness regarding what is to be down. We managed to set up the roles appropriately and here they are:
  • Danish
    • Group Blog Website Design
    • Game Instructions Web Design
  • Lova
    • Content writer for both websites
  • Alicia and Vernice
  • Designers for:
    • Board game rings
    • Cards
    • Overall flair
  • Melissa
  • Gameplay
    • Challenges
    • Mystery Card Content
  • Harpreet
    • Logistics (printing, pricing, lead time)

As Vernice and I were in charge of the design aspect of the game, we communicated together a lot. Due to the heavy workload we decided to split the task initially as Vernice doing the board game design and me doing the card design. However, I felt that I could aid with the board game as well simply because I love games and especially pixel style aesthetics so I wanted to partake in the process. 

In this same meeting, Vernice and I determined the themes of each ring as such:
  • Ring 1 - Bright Autumn
  • Ring 2 - Sunset Beaches
  • Ring 3 - Dark Forest
  • Ring 4 - Neon Cityscape
  • Ring 5 - Galaxy
Pictured below is my rough idea sketch as to what each rings theme would be. The pink stars are Vernice's and the purple stars are mine. I chose two rings (3 and 5) as they were themes I were interested in exploring. 


Fig 1.2.2 Rough Ring Idea Sketch

In week 6, we had a physical prototype testing with Dr. Charles on campus. The video below is a record of the meeting session so we could continue referring back to it. 


Fig 1.2.3 Week 6 Prototype Testing

It went pretty well and Dr. Charles seemed to enjoy testing it and trying out different challenges. I think it was a pretty constructive session and he pointed out some holes and weaknesses in the development of the game such as the need to ensure the game comes with the necessary items for certain challenges and the fact that there must be some sort of fun attracting factor that will keep players wanting more. Otherwise, it'd just be difficult tasks which get increasingly annoying. All in all, still very good progress which I think really helped to further solidify the outcome.

Week 8

To do:
  • Research on aesthetic inspiration

Process:

Independent Learning Week!

In this week, I just did research on my rings and card design ideas based on several pixel games that have features I'd like to implement into our game. 

*Note! From here on, much of the information I myself have written in the game document is inserted or slightly rewritten here as well due to the fact that I believe it describes my journey, inspiration and thought process through this project the best. Every time, it is from the game document, I will indicate it.*

If you are interested in viewing our game document please click on this link: https://sites.google.com/view/game-studies-simple/document?authuser=0


Fig 1.3.1 Stardew Valley

By ConcernedApe

From Game Document:
*One of the main inspirations for the natural environment in the board game was taken from Stardew Valley. The simplicity of the shapes that combine together to create a balanced setting along with the vibrant, saturated colours of vegetables, fruits, trees and grass was a key factor in deciding what themes the art team selected. The bloom from light sources was adopted as well which can especially be seen coming from the moon in the Deep, Dark Forest. The overall simple, 16 bit pixel art style was also taken from the art direction of this game.*




Fig 1.3.2 Cozy Grove

By Spry Fox

From Game Document:
*While it is not a pixel game, the art direction team wanted to pull influence from the lighting of the colour palette. What is most impressive and striking about this game’s aesthetic, is how the ambient lighting changes the environment especially as the day progresses through different times. The inspiration was mostly drawn from how fire and any form of lamp affects the surrounding environment and paints circular areas of warm light in contrast with the cold, dark background.  Another fascinating factor would be the use of both sharp and rounded  edges in the shapes of natural elements such as trees and rocks, which composes interesting textures in the environment.*



Fig 1.3.3 Witchbrook

By Chucklefish

From Game Document:
*While the art in “Sorry, What?” will be 2D and not isometric, it was ideal to study the shading and lighting of the game and apply it to the environment design. The fluffy shape and art style of the shrubbery and vegetation was adopted for the trees in the forest rings. Furthemore, the colour palette was also adopted in which the outlines of forms are never black but instead darker, muted variations of the main colours so there are no overly harsh colours or lines and it creates a softer looking appearance.*


Week 9

To do:
  • Creating board game ring design 1
  • Creating board game ring design 2
  • Creating challenge cards
  • Creating mystery cards

Process [Update on my design works]

I bought and have started using the pixel art software, "Aseprite". Initially, in other projects that required pixel art I used Adobe Photoshop however I have become much more accustomed to using this current software. The UI, brush options, transformation and layer options as well as the ease of usability is much more comfortable for me. 

To start my assigned task, I created a few test swatches of the two rings (Forest and Galaxy) I chose. As can be seen, I opted for more a more cool toned, blue colour palette. While I left the galaxy ring 


Fig 1.4.1 Deep, Dark Forest Swatch

From Game Document:
*This is the third ring in which the concept is a deep, dark forest. To avoid a completely monotonous or one toned environment, the artist decided to use illuminating shrubbery, plant litter and petals with contrasting autumn tones to bring the design to life. Additionally, there are small sparkles and outlines of leaves in a bright, pale blue colour to add particle effects. Squiggly lines are drawn and spotted around the flora to add texture to the grass and bushes.  

In terms of lighting, the moon is placed in the background with light bloom emanating from it. This increases the light values and depth of the composition to avoid a flat environment. Despite the trees and midground shrubbery being an extremely dark blue, it was ensured that the colour black was not used to prevent those areas from looking too bold and out of place.*



Fig 1.4.2 Galaxy Ring Swatch


Fig 1.4.3 Galaxy Ring Colour Balance Test

Figure 1.4.3 is a test of slight colour balance to make it slightly more purple toned to see if I like it more because the cyan felt a bit off for me. I do like it more. 

From Game Document:
*This is the innermost ring of the game. The concept for the theme came from the consideration that this must be the darkest ring and from there, the idea that it should be galaxy inspired sprung forth. It was inspired by the thought that since this is the end goal, the players have finished exploring this fantasy world and are moving on to bigger lands out in space. From here, it was decided that the environment is only lit up by the glowing planets and multitude of small stars. Later on, space clouds were drawn in to add texture to prevent a dull looking, flat appearance. The layers of the nebula clouds get darker and fade more into the background with each layer for a seamless transition that is easy on the eyes.In terms of colour palette selections, compared to the other rings, it was decided that because this ring had to be darkened, it would not make sense to add a large variety of colours. The artist believed that the neatness of the monotone blues would look neat and cohesive in this final centrepiece.*

Following this, I tried several colour variations to see what colour schemes were more appealing or interesting. 

From Game Document:
*A variety of different tested colour swatches were conducted and from there, five were selected. It was not only for colour variation but also to symbolise different times of the day as well as seasons. They were then combined as seamlessly as possible to make up the deep, dark forest ring.*


Fig 1.4.4 Tested Forest Ring Swatches


Fig 1.4.5 Testing the board game outcome with two rings



Fig 1.4.6 Draft Front of Challenge Card


Fig 1.4.7 Draft Back of Challenge Card


Fig 1.4.8 Draft Back of Challenge Card 2

In figure 1.4.8, I tested out making the back of the card match with one of the main colours from the ring it is supposed to be in. However, I decided I like the original clean, neutral version in figure 1.4.7 instead.

From Game Document:
*The theme of the cards are heavily inspired by the star theme and astrology elements found in tarot cards. Each image in the card is meant to reflect which ring they belong to so that players can ensure that they are taking a challenge of the right difficulty based on whatever ring they are in. As mentioned before, the main colour scheme of the card is white to avoid having too many colours clash together. The overall theme was to remain minimalist and maintain a neutral appearance in comparison with the board to avoid a sensory overload for players when looking at the full game setup.*


Fig 1.4.9


Fig 1.4.10

From Game Document:
*Similarly to the challenge cards, the mystery card designs follow the astrology star theme. However, the main colour theme is black to contrast with the other deck of cards and so that players will be able to easily differentiate between the two types of cards. As for the information provided, in comparison to the challenge cards in which some details are on the gameplay website (due to the requirements of certain challenges, it requires an online platform to complete or partake in), all of the details are placed directly on these cards for ease of readability.*

Week 10

To do:
  • Aid Danish in updating the gameplay website design

Process:

In this week's group meeting, Danish, Vernice and I attended. Due to the fact that only three members were present, we decided to show our assigned tasks progress and in that time I began helping Danish with the design and content of the gameplay website.

Visit the link of the website here if you are interested. 

Below  are my notes of what we had to update:


Fig 1.5.1 Meeting Notes regarding Gameplay Website

To contribute to and finish up the gameplay website as the design team, I dedicated new tasks to Vernice and I. They are the following:

New Design Tasks:
  • Alicia
  • Game Logo
  • Home Page
    • Challenges Card Pixel Icon
    • Rules Card Pixel Icon
    • About us Card Pixel Icon

  • Vernice (About Page)
    • Accomplishment Card Pixel Icon
    • Creativity Card Pixel Icon
    • Community Card Pixel Icon
Week 11

To do:
  • Create gameplay website icons
  • Begin creating group "simple" blog
  • Create game logo

Process:

These are the pixel icons for the gameplay website. For the colour scheme, I went with pink to contrast with and stand out against the dark blue background of the website. I referred to popular game character and items for each icon. 

For example:
  • Challenges Icon
    • Minecraft sword
    • Kirby
  • About Us Icon
    • Among us character


Fig 1.6.1 Challenges Icon



Fig 1.6.2 Rules Icon


Fig 1.6.3 About Us Icon


Fig 1.6.4 Icons in the Gameplay Website

Please visit this link if you'd like to take a better look at our gameplay website: https://280danish.wixsite.com/simplegame

Next up, I made a few samples using Aseprite of the agreed upon game logo which would be a confused cat. 

From Game Document:
*For the game logo, it was decided that a pixel animal would be the mascot to act as a friendly face and add cuteness to the packaging, gameplay website and overall design. From there, the choices were narrowed down to a cat as they are universally beloved and would fit in well with the pixel art theme. The element of confusion (the question mark) was added in to represent the turbulent and difficult gameplay as well as to symbolise the confusion and forgetfulness those diagnosed with ADHD often experience.*

*A mixture of fantasy themed aesthetics and regular cats were designed to test out a variety of options to match with the board game and cards.*


Fig 1.6.5  Samples of Confused Cats

After the many heated votes from peers, friends and family, the final game logo ended up being a combination of the orange carrot kitty and the calico exercise kitty. It became calico leaf cat!


Fig 1.6.6 Final Game Logo


Fig 1.6.7 Banner for Group Blog "Exercises" Section

Following this, I started making the group blog website using google sites so every member could access it easily and at any time. Just in case they wished to upload their exercises and journal at 3 AM. I based the aesthetic off of 


Placed below are screenshots of several sections of the website:


Fig 1.6.8 Home Page Banner


Fig 1.6.9 Home Page Introduction Title


Fig 1.6.10 Exercises Main Page


Fig 1.6.11 My Journal Page

Weeks 12 - 13

To do:
  • Patch up design issues 
  • Start game document: Section 4.0 Art Direction
  • Update Dr. Charles on progress

Process:

In this week, there was a group meeting with Dr. Charles to update him on our current progress.

 Fig 1.7.1 Meeting Agenda



At this stage, I started preparing some images for the game document. I am responsible for everything within Section 4.0 "Art Direction" (except for the three rings, 4.3.1.1, 4.3.1.2, 4.3.1.4 and 4.7 which Vernice did).

Pictured below are the photos I used in the Game Document:


Fig 1.7.2 Deep, Dark Forest Ring Colour Palette


Fig 1.7.3 A Galaxy Full of Stars Ring Colour Palette


Fig 1.7.4 Final Challenge Cards


Fig 1.7.5 Final Mystery Cards


Fig 1.7.6 Google Drive with cards to be printed

In figure 1.7.6, I organised the cards into separate level folders and then split it into front and back for ease of printing instructions. The x(number) is the number of copies of that card that must be printed.

The other three rings were drawn by Vernice and I simple inserted, aligned and adjusted the colours and values of the art into the astrology outlines. 

From Game Document:
*The creative direction for the game was determined to be set in a fantasy world setting with a 2D pixel art style. The board design itself would be an amalgamation of different environments, times and seasons with the tones getting darker each ring to create an effect that would draw in players towards the centre. The selected colours would largely vary in each ring to create a non-repetitive and give it a dream-like appearance. This constructs a world where the players can be immersed in both the difficult gameplay and a foreign land of reverie. 

The accompanying decks of cards will sit on either side of the board and are mostly made up of the tones, white, black and gold to remain clean and neutral but to also avoid an oversaturated appearance of the final game setup. Additionally, there will be a picture of whatever ring they are based on, in the centre of the card to ensure that the challenges of varying difficulties are taken correctly by players in different rings.*


Week 14

To do:
  • Finish the instructions manual
  • Continue working on the game document

Process:

I began drafting and grouping together the necessary information for the instructions manual. Initially, I was a little unsure of what type of language to use to keep it short, concise and easy for players to understand so I did some research on a classic game, Monopoly! From there I came up with these sections:
  1. Game Components
  2. Preparation
  3. Instructions
  4. Point System
  5. Rules

Fig 1.8.1 Final Instructions Sheet

From Game Document:
*To maintain consistency for the tarot card astrology theme, the same golden lines and stars were used. A deep green tone (#2d544b), almost viridian,  was used as the main background colour. The colour used for the words is a pale, gold tone (#fbca6c) to contrast and match with the outline and for a regal aesthetic. The utilised typeface is called “Spinwerad” with the Title “Sorry, What?” being 36pt, subheadings are 14pt, and regular paragraphs are 9pt. 

The logo of the game is placed in the centre, at the top of the layout for a sense of hierarchy. It is located where the challenge and mystery card symbols would normally be arranged. The only difference is that the star effects have been moved slightly more to the sides to allow more space for the information. Once again, minimalism is of essence in this design to keep readability for players and ensure that instructions are clear.*

To add on, I have been doing the exercises that I still haven't finished (4 & 5).

Feel free to look at them here if you're interested!

Lastly, I'm just continuing to work on the game document and writing down in as much detail as I can about my design process.

Week 15

To do:
  • Finishing up
  • Tying up loose ends

Process:

I finalised the challenge and mystery card layouts. I  changed the roman numerals on the back of the challenge cards to indicate which ring levels each challenge belongs to. There are 45 challenge cards and 12 mystery cards to be printed in total.


Fig 1.9.1 All Challenge Card Designs


Fig 1.9.2 All Mystery Card Designs

Here's the Google Drive with all of them if you wish to view them more in detail: https://drive.google.com/drive/folders/153EMJY8XW5TCJMbrOFZU39TvjhsmHlpF?usp=sharing

Had a physical meeting with Dr. Charles on Friday to present the final prototype of the game.

Here's footage/photos from that. 

Pictured below is the digital images of the prototype board game design:


Fig 1.9.3 All art inserted into board game


Fig 1.9.4 Option 1 Multicoloured Outline


Fig 1.9.5 Option 2 White Outline

We decided to proceed with the first option, the multicoloured outline. Following that, Vernice added the symbols for the start symbol, challenge card and mystery card blocks and darkened the blocks to show players where you are allowed to enter into the next ring.


Fig 1.9.6 Final Board Game Design

Lastly, I made this card with the QR code for players to scan in order to reach the game website. It follows the same colour palette and tarot card star theme as the instructions sheet (Figure 1.8.1) for consistency and neatness again.


Fig 1.9.7 Website QR Code Card

If you're interested to see our gameplay website, please click here!

If you'd like to see my group blog, please click here!

Lastly, just for fun, I decided to make the box that the game would be packaged in, if it were launched. Here are the flat images below. It maintained the same astrology, star theme as the cards I designed to ensure consistency but also just because I love the way it looks. 


1.10.1 Front of Game Box Design


Fig 1.10.2 Back of Game Box Design


Fig 1.10.3 Side of Game Box Design

This is the mock-up I used to replicate what it would look like in real life: https://www.mockupworld.co/free/cardboard-boxes-mockup/


Fig 1.10.4 Mock Up of Game Box Design

Pictured below are the printed cards, instructions sheet and board for our game: "Sorry, What?". I'm super excited for the gameplay testing, I hope it goes well.


Fig 1.11.1 Printing Samples of the Game

Finally, is our gameplay video. Edited by my groupmate, Lova!


Fig 1.11.2 "Sorry, What?" Gameplay Video



REFLECTION

My main thoughts are that my process and struggles through this module's project were part of an intriguing and incredibly insightful learning journey. It was difficult trying to make a large project between six people work and at times communication was tiring and stressful. It felt like it would never be done on time, much less in fifteen weeks. However, it was somehow pulled off and it looks pretty cool altogether. Looking back, I am happy with the work and art I have produced. 

Perhaps it is due to my own personal love and interest for games but this module was extremely fun to learn about and to delve into making a prototype of my own. It was my first time trying to do anything like this and it made me realise just how much work goes into one small segment of making a game. I hope that in the upcoming Game Development module, I am able to continue learning and experiencing all types of games and better understand the process that goes behind creating them.

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