Friday, 15 November 2013

Crit presentation feedback

Thursday Crit presentation went well. Just a couple of days before it I was worrying that I still do not have an aim or even a vision statement for my project. Luckily my conscious finally managed to make a connection in my head between all those ideas that I have been having last few weeks and I finally have a vision statement/aim: 'explore how traditional art practise can inform and enhance production of 2D game art assets'.

My final project goal stayed more or less the same: create art assets for a single game idea and try to implement them in to a test game or most likely a mock up playable level.

As my practical work I have shown all the images from my previous post. Feed back I have received was exactly as I have expected. I had been advised to tackle background and interactive assets issue: how to try and make it more easy for a player to distinguish which objects are interactive and which ones are not. also look more in to traditional art and see what I can bring it to my digital art project.

My further action points are:

  • to continue literature research. At the moment i am looking in to art aesthetics and aesthetic theories.
  • reiterate my previous practical attempts: change colour scheme and fix artwork for: Fianna, Dragonfly dash and Noboy games.
  • make more practical tests: improve backgrounds, try and reproduce texture that is often seen in oil paintings. (see image below)


Alexander Sigov. [online image]. Available from: http://pinka.pl/pin/148714/Alexander-Sigov#.UukZWfnFJpg [Accessed 2 November  2013]

Also as the time goes by I am starting to realise that I will not have enough time to do any programing on my own if I really wanted to make a playable demo. In my opinion, it would be a much better outcome then having a video or a bunch of still images as a final peace therefore, if I really want the demo to happen I would probably have to get  someone else on board. It is a major step, as some of my previous experience shows, working with others or depending on others for projects is not an easy task. I might have to look at getting programmers or game designers on board.

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