Graphic Design-digital experimentation and concepts for poster and social media posts

Figma digital illustration focusing on “Abstract shapes”
Figma digital illustration focusing on creating a story
Figma digital illustration focusing on scale and repeating patterns
Figma digital illustration focusing on scale and repeating patterns
Figma digital illustration focusing on one word-“MAC”
Figma digital illustration focusing on one word-“MAC”
Figma digital illustration focusing on a photograph
Figma digital illustration focusing on typography
Figma digital illustration focusing on a photograph
Figma digital illustration concept for social media post themed on one of the paintings from the exhibition

Figma digital illustration concept for social media post themed on one of the paintings from the exhibition
Figma digital illustration concept for social media post themed on one of the paintings from the exhibition
Figma digital illustration focusing on “collage” and “abstract shapes”

Game Design Sketchbook

Pencil on A5 paper
Alcohol marker on A5 paper
(Pencil on A5 paper) Compartmentalise
-Themes
-Unique connections
-Differentiate background
-Physically connects

 

Alcohol marker on A5 paper
(Pencil on A5 paper) Geography-
-Landmarks
-Height
-Map in world/minimap
Alcohol marker on A5 paper
(Pencil on A5 paper) Cut-scenes
-Connects levels
Establish goals
-Short
-Not for player actions
Cinematic
Alcohol marker on A5 paper
(Pencil on A5 paper) User interface
-Point to target
Highlight
-indicate route
Alcohol marker on A5 paper
(Pencil on A5 paper) Views
-Funnels player
-Force orientation
-Slow movement
-Restrict movement
-enclosement
Alcohol marker on A5 paper
Pencil on A5 paper
Alcohol marker on A5 paper
Pencil on A5 paper
Alcohol marker on A5 paper
Pencil on A5 paper
Pencil on A5 paper
Pencil on A5 paper
Alcohol marker on A5 paper
Pencil on A5 paper
Pencil on A5 paper
Idea development. Pencil on A5 paper
Idea development. Pencil on A5 paper
Idea development. Pencil on A5 paper
Idea development. Pencil on A5 paper
Idea development. Pencil on A5 paper

Game Design week-finished level

https://drive.google.com/file/d/1pOstCU5DJ7wKcANFxXFQ1ZBk_6inOXHC/view?usp=sharing (link to the zipped project file. Please when opening the project search for FINALPROJECTMAP, double click and it will open my submission that is shown below)

The overall layout of the level was made alongside the research I had done on level design. It naturally forced the player on a path without too many dead ends and confusing paths.
The was the “End Boss” of the level, compiled of a range of enemies from both high and low vantage points/cover. At the top was health and ammo which gave the player a reason to push upwards instead of shooting from a distance. This allowed for a change in play styles. The cars are coloured red to stand out in the level from the more grey and brown city tones, indicating to the player to follow and investigate.
This building was built differently and had increased features such as foliage and curves to make it stand out. Here the player can receive health and a range of ammo-warning and preparing them for a much bigger combat engagement.
Again red is shown to be the way to follow as a range of high and low cover is given to the player to defend from a range of enemies. Alongside this there is continuity and repetition of streetlights to reassure the player they are on the right path. A pistol and ammo are offered as motivation for the player progressing. The two yellow rifle AIs were programmed to patrol in front of the green sniper AI to give the area a more natural and dynamic feel.
Red barrier are placed to allow the player to parkour over the wall, as well as nearby cars-giving the player choice for how to overcome the obstacle. A streetlight emitting red light over an ammo pickup helps to reassure them that this is the “correct” path.
As the player enters the first section/area they are greeted with a road block illuminated in red light and a red car-indicating to the player that something important lies here. In this case it is a shotgun.
On the player’s left is another road block with cars and barriers acting as cover from the enemies. The motivation of another weapon and health is given here.
For the player’s first combat engagement, there is high and low cover placed. Barriers are widely available and the crates/boxes allow the player to gain height from the truck. It was programmed that reinforcements (2) would spawn once this enemy was killed.
When first spawning in, a weapon and ammo are supplied to the player by sitting upon garbage and cardboard. This sets the theme for the level as the red light in the distance shows them where to go.
All of these are high quality screenshots taken in unreal engine 5. Though I experienced a lot of technical issues and had to work from home a lot due to being ill, I still feel like I supplied a level that encompassed a lot of the research I did (shown in my other blog posts attaining to Game Design).

Games Design research

Level design

Above is a document that lays out 8 strategies needed for a good level and player experience. The research comes from Clement Melendez’s essay called “PUSH & PULL- the art of guiding players through an environment. It can be found at https://www.clement-melendez.com/portfolio/articles/push-pull/mental-mapping. I used these strategies to create my own first level and plan to explore them further through sketchbook drawings and experimentation.