Our stream for this class is the 3D Design path. We selected this path as we all have motivations to learn more about 3D modeling and programming software and the majority of us share an interest in video games and Game Design. Through this class our goal is to create a fun and engaging game that will introduce us into the field of Game Design as a new area most of us have not fully explored yet. We are excited at the opportunity to create and design within this lens in order to create something we are all proud of and showcases our strengths and ideas as designers.
Throughout Project 1 we stayed mainly within the first two stages of the Double Diamond methodology to generate and refine ideas and concepts for our term-long project, conducting Action Research to discover trends, determine what software to use/learn, and to tighten our overall scope.
For our first Activity, we started with some rapid ideation to come up with as many ideas as possible for our concept. While we all generally knew that we wanted to develop a 3D video game, we ideated about the different ideas, features, and scope we could explore to drive our learning of 3D software. After we all generated around 8 ideas each we then put it to a vote to narrow down our idea. Shortly after, we split up to conduct research. I conducted research with WGSN (before access was removed), covering an article about the importance of play and another about the rise of retro gaming aesthetics. Both gave valuable insight into things to consider with our project as we plan on making it something people want to play and derive joy from and also contain a retro pixel aesthetic inspired by indie games we love.


While in the past pixel art was born out of necessity and limitations of technologies of the time, nowadays there are many reasons why game developers may opt for a simpler, more retro aesthetic to their game projects.
Such as:
It’s alot less lower stakes overall to make a game with a constrained, retro aesthetic which is part of why we plan to make our game be low poly and pixel art inspired.
Moodboard - We then proceeded to put together a moodboard individually to get a feel for our specific interests, inspirations, goals, and ideas regarding the project. For my moodboard I found inspiration from low poly indie games like For The King, A Short Hike and the work of Marion Lassal. My vision involved very a video gamey, tactile, and casual energy for a casual audience. This art direction appealed to me for practicality and it's prevelance in the indie genre. Since we are only given a short period of time to develop this project with a small team, it makes sense naturally to look into indie games developed with similar constraints. These games achieve style and function with minimal tools and are optimized to function with a low poly count in a tasteful, retro style. I would like to emulate this in our work to create something styllistically interesting but also realistic and within our scope.
The final pitch we developed is “Pixel Plateau”, a 3D sandbox game created using Blender, Unity, Aesprite, and Figma. In the game there will be a customizable floating island that you can customize with a wide-variety of different objects, environments, characters, and more. I created this concept very quickly on my iPad to put it onto paper to help articulate the concept when showing peers for feedback.
We conducted three rounds of user testing and feedback from our peers. Users were briefed and shown the concept illustration I made and were asked for their overall opinions, thoughts, concerns, ideas, and suggestions. We ended up talking to three different groups of peers in the class who all seemed to enjoy the concept overall. However a common theme that arised from feedback was that of scope, and the implementation of game elements. Many users felt that the scope was a bit undefined and could be tighter before we really dive into the project. This project has many moving pieces that we will have to tackle accordingly. Our scope initially was a bit wide since it was difficult for us to get a sense of the possibilities and scale we could work at since msot of us are not fully experienced in the software. However, we okan to address these concerns by meeting with eachother and reevaluating our goals and wants for the project while also balancing it with what we will need to learn in order to achieve those goals. By making sure we are all on the same page and creating tangible, realistic goals for ourselves, we aim to address the concerns with things like the mechanics, the camera, the models, etc.
Group 1:
Group 2:
Through conducting research we were able to broaden our knowledge about a wide range of game related topics. I found I gained a lot from educating myself about the state of play and how it benefits people on a day to day basis. I also found my research on retro game trends to be quite valuable to me for inspiration for the art direction of our project going forward, allowing me to understand why games are made in retro pixel art styles and how it could benefit our small team for this project. As for my other team member’s research, it was very worthwhile to see just how varied of articles were explored, I learned a lot about Unity, the psychology of gaming, and sandbox games specifically. I feel that I am equipped with a deeper understanding of important topics that make up the core of our project plan, helping inform our direction, decisions, and scope.
As we start to create we will need to start employing more Action Research to discover important information and tutorials to continue to fill in gaps in our knowledge. Since most of us are very new to this field we will need to continue to research dynamically to educate ourselves in order to achieve our goals for this term in creating a fully functioning video game. It will not be an easy task but I look forward to working towards it and being open overall to learn and discover new tools and design theory.
We will need to quickly get everyone in our group to a workable knowledge level for both Unity, Blender, and Aesprite (Unity being the most important), in order to progress the project efficiently and execute our big ideas into reality. We plan on meeting and researching frequently to ensure we are on the same page, and are able to learn and develop our skills within the timeframe provided.
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