Style guides:

What I did a style guide for: Characters, enemies and animation.

At this stage of the project, we hadn’t settled down on the style and the right words to describe it. We had ideas and narratives going but we were lost with the choice of word to describe what we wanted to go for. Although, with the lecture we were given in which we were tasked to analyse the style of a game or movie of our choice, I found it quite helpful in understanding what was wanted from us a lot clearer and we decided as a group to also do that exercise again with one of the games students as well.

This cleared up the image of what we had to do which later led to us having concepts that already were within the same universe.

My concept:

ex: Sophies concept

When it came to doing the guides, I paid close attention to the examples that were given to us and the potential mistakes that might arise when redrawing the same character multiple times. I even found my own guides handy when I reached the animation stage. Heeding the words of our lectures I made sure I meticulously followed my peers’ guides for example when drawing 2D assets, I consulted the guide and my team mate to double check that I understood the style and the guide.

On the other hand, I feel like because our story kept on changing and ideas continued to develop, not all the parts of the guides were followed to the letter, for example we were meant to have two worlds, two colour pallets, but later we ended up with one world and mostly used one colour pallet. In short ideas changed and the rules changed with them.

For the technical guide, as our teammate had unfortunately left us we didn’t make one, but It wasn’t something we felt the need for mostly thanks to a very active group chat that helped and supported each other a lot.

My style guide examples: