The Final Critique and the end of HUMANITY

Showing my work to my tutor, he didn't really agree with the main design elements, mechanics and especially the narrative, as he stated that "you cannot fit characters to a flawed narrative." I didn't realise that i was creating a flawed narrative, i was trying to get across that the game is based upon one man against impossible odds. But that obviously failed.

He also said that the design is too similar to Dead Space, and there i can agree with him, i just didn't step back from my artwork enough to see that what i was doing wasn't an iteration of a previous concept, but more of a copy. 

From this, i was told to move off of the idea, come back to it later if needed but if not completely move off it otherwise i will end up with no work. He said that i should move onto something that displays that i can redesign a character for different demographic.

I went wrong by not getting into the character enough, and not understanding his purpose in the game world. Also i didn't take into consideration enough that demographics are not best defined by games, but by films. I also wasn't loose enough with my idea because as stated before, i was leaving my self pretty much open for this. I didn't realise i wasn't giving myself a chance to explore in i started a brand new idea.  

From this failed idea, i have learnt alot of things as well. For the next project i must take into consideration straight away:

  • Demographic - This defines the audience of the game and singles out what console, genre and aesthetic the game should follow.
  • Concept don't illustrate - You are not expected to reach a final design straight away, be loose then tighten nearer the completion of the design once its been experimented.
  • Do not rehash old ideas - If you are going to make a game with similar mechanics as other, redesign and reimplement them in different ways rather than copying and creating a game that has a similar experience to its inspiration.
  • Get Crit even more -  if you can get crit everyday, get it, because it will only make your ideas even stronger.
  • Work fast - if you dont work fast then you wont ever get faster. The industry don't want to waste money on a worker who takes a day to do a few illustrations. Concept art are not illustrations.
  • Understand the Character - get into the character and the idea so that you can fully understand the mannerism and behaviour of the character.
  • If you have an idea, draw it the best you can - Communication through images needs to be strong so that the developers and audience can understand the visual cues. 

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