Category: DESIGN [2D Digital Design]

Illustration

For the Illustration workshop, we had choose four compound words such as grandmother or sweet tooth, and draw quick thumbnails as our interpretation of each one.

I decided to use the compounds:

  • Daisywheel
  • Bluebird
  • Snowbird
  • Typewriter

The thumbnails did not have to be detailed or precise.

Once the thumbnails were finished, we then had to create further develop one of the words into more detailed illustration. I choose to complete the final sketch for Daisywheel as a digital drawing.

The Reactivity Series Is Turned Into A Board Game

In the Games Design workshop, we had to create a board game in groups. Since we had basically made a game using the periodic table, my group decided to use those ideas again and turn them into a board game.

The game is in the style of the popular board game Monopoly where the players have to collect all the elements of the periodic table. A smaller design of the periodic table is included within the game.

Victoria and Crow worked together to decide on the concept of the board game before figuring out the general mechanics as well as starting a few of the visuals that allowed Tabitha and I to created the physical game pieces.

The game manual was created by Victoria. The second picture is of the official manual that was handed in with the board game.

Inside the manual:

The character tokens as well as the chance cards were designed by Tabitha:

Cards known as the “Sparkle Cards” and the Atomic cards were created by Victoria:

Tokens for each of the elements were created by Victoria and these would be collected by the players during the game as a visual to what they have gained or lost throughout it. These would be similar to the money in Monopoly.

I drew the board for the game, using a basic version of the layout from Monopoly. Instead of street names being in the spaces, I used a handful of elements, using their symbol as the visual, along with placing spaces for Chance, Atomic and Sparkle cards for players to gain. There is also a few spaces that can effect the players such as losing an element or missing a go when landed on the space.

In the middle of the board, there are places for the cards to sit so that all players are able to reach them, as well as the original periodic table. I chose to include the table since the game is based off it and can help players to learn the proper elements while engaging in the game. The logo for the Reactivity Series was also included in the middle of the board.

Victoria had created a quick basic sketch of how the board game could potentially look like as a visual from me to further develop to create the physical pieces needed.

Crow helped color the pieces in to help create a bit of dimension so that the board game was not all black and white.

I created a smaller design for the period table that would be used by players during the game in order to keep the overall objective to collect all the elements simple. The elements on the board correspond to those in the smaller table, however have been kept as close to their original placement from the periodic table.

Once everything had been finalised and created, I placed all the elements together onto the board as if we were to play a game in order to give an overall visual of the Reactivity Series as a board game.

The Reactivity Series

For the Interactive Design workshop, we had to work in groups to create a solution to a problem given to us by post-it notes. I worked with Victoria, Crow and Tabitha to come up with ideas for the chosen four prompts: Asian, touch-screen, adventure and science.

To plan the ideas out, we created a mind map.

As a group we decided to further develop the idea of creating some sort game that is adventurous and scientific. After some discussion, we started working on using the periodic table as a base for the game, taking little inspiration from a current game: Pokémon.

Victoria did the research while I helped to refine the details, typing the information of the elements into a document in the style of a character sheet almost. We chose the game style to be a 3D world environment with the character being 2D. At first wee were going to have a building as the world, with different levels but later changed this to being a bunch of floating islands as the levels to the world.

Next we decided on how each element from the periodic table would appear like and begin thinking of the statics of each move, still taking inspiration from Pokémon to help lay the basis of it. As a group, we agreed that each number for the elements would equal to certain aspects to the creatures in the game. For example, we chose the atomic number to represent the size of the element; the mass number is equal to the strength of the element and its moves during battle; and the level of reactivity that the element has to certain things to equal the appearance of the creature, meaning the bigger the reaction is the scarier appearance of the creature.

Once we had this laid out, we chose 12 elements as our examples to demonstrate these numbers as well as to start creating a visual for the creature corresponding to the elements. The chosen 12 were:

  • Hydrogen
  • Sodium
  • Magnesium
  • Copper
  • Iron
  • Carbon
  • Helium
  • Oxygen
  • Radon
  • Iodine
  • Cesium

Using the atomic and mass numbers of the elements, Victoria was able to figure out statistics for each element creature.

Using previous research, we wrote down if the elements were solid, gas or liquid along with the  appearance it gives, and other factors we thought would be useful to help create the creatures. We placed the post-it notes on the wall in order that matches the statistic sheet to keep order of our idea.

As Victoria and I were finalising the information about the elements, Tabitha had drawn out the flow chart for the game to show how the game would play, what options each button and choice of the game would lead to etc. to add some dimensions to the flow chart and make to more interesting, Tabitha decided to add some information and illustrations on post-it notes.

Once we had majority of the information we needed, Crow and Victoria started to design the appearance of each element creature, while Tabitha created a sheet to example the basic idea of the entire game and I began the design for a visual of the 3D world for the game to take place in.

The character designs:

The title design and information sheet of the game:

Finally as we started to finish the game design, we created a customer profile to show example of who would be interested in creating or buying the game, as well as a 3D model of how the game would look like on a touch-screen device such as a Nintendo DS, IPad, phone etc.

 

Graphic Design in Protests

A groups project that I was involved in was for the Graphic Design workshop, where we had to start with researching the connections that graphic design elements have in protests.
Graphic Design in Protest

After our individual research, Victoria, Crow, Tabitha and I came together to discuss what we found and decide on our own topic of protest. When we decided on Intersexuality being the topic of choice, Crow took the lead as they were the most knowledgeable on the topic. They placed research into a PowerPoint presentation, while Victoria found statistics that were used on the protest signs, created by Crow.

Tabitha and I researched on support groups and charities for the communities within the topic, such as the transgender community, people with disabilities as well as the intersexuality community.

The presentation: