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Published by oob nob, 2023-05-28 14:44:34

The Art of Decision

My project's art book.

ANUWAT TAJOY ANUWAT TAJOY PLOYCHOMPHU SURASING NOPPAWIT APIRAKKRAISRI PHATTHARAKORN NUWONGSRI PUNYAPAT WILO PUYYARPHATH WILO AND FOREWORD BY TEAM


CONTENTS 16 CHAPTER 2 : The Mantaria 6 CHAPTER 1 : The Agent 4 FOREWORD BY 3 ACKNOWLEDGEMENT 22 CHAPTER 3 : Tool&Equipment 26 CHAPTER 4 : Environment 29 CHAPTER 5 : UXUI&HUD


ACKNOWLEDGEMENT In undertaking this thesis, we would like to express our gratitude to all the teachers who have imparted knowledge and skills in various subjects. We have utilized that knowledge and those skills in the creation of this thesis. The achievement of developing this game would not have been possible without the guidance and education provided by our teachers. Equally essential are our three dissertation advisors: Asst. Prof. Karuna Yampray, Mr. Napol Siripibal, and Mr. Anuwat Ruttanasomboon, College of Creative Design and Entertainment Technology lecturers. They have consistently offered invaluable advice and guidance throughout the development of our game. Lastly, we extend our heartfelt appreciation to everyone, whether they be teachers or friends, who have supported and assisted us throughout the entire process until the successful completion of this thesis.


This is our first major game project, and we have never experienced creating such a serious game before. The decision was actually to make a game on a relatively large scale. When we initially conceived the concept, it was indeed a huge undertaking. However, due to the limited time and the complexity of development, it has been challenging for our team, which consists solely of art students with little coding experience. Nonetheless, we are giving our best effort to make the game turn out as good as possible. We focus on creating a story-driven game and utilizing art, cutscenes, and UI elements to convey the game's emotions and atmosphere. In the initial design concept of this game, we aimed to embrace the biopunk theme. However, it didn't resonate well with us and wasn't in line with our strengths. After numerous discussions, we eventually arrived at a futuristic concept instead. The human side showcases advanced technology, while the original depiction of the Mantaria side consisted of white, gray, and gold. Unfortunately, it appeared too plain and lacked excitement when implemented in the game. The map's color scheme caused gameplay difficulties and visual issues for players. As a result, we sought inspiration from one of the maps in Satisfactory and decided to make Mantaria vibrant and colorful. We blended this inspiration with elements from a real oasis. Our intention was to capture an avatar-like atmosphere, which ultimately led to the creation of Mantaria as it stands today. We are pleased with the final concept design and hope that players will be just as satisfied as we are. We still hesitate And still unsure of the direction of the game at first... FOREWORD PUYYARPHATH WILO ANUWAT TAJOY


THE AGENT CHAPTER 1


Carl is a playable character who serves as the protagonist of the game, allowing players to experience the story from his perspective. As a soldier in a special unit stationed on a spaceship, he eagerly awaits missions assigned from Earth. We envisioned Carl to possess a poignant backstory involving his daughter, aiming to evoke a sense of heartbreak. When developing his narrative, we dedicated significant thought to portraying him as outwardly resilient yet inwardly fragile. He possessed a muscular and athletic appearance, characterized by agility. He was in his mature years, although we didn't focus extensively on the model's detailing since it is ultimately a low-poly model. He will have two types of outfits: one to wear while on the unit's spaceship and another set of clothes to wear during missions. This portrait depicts Carl's emotions during a dialogue that will take place in the game. He is portrayed as a man with red eyes, resembling his mother, and a slight beard. Both his everyday attire and mission attire. 07 The protagonist Playable Characters CARL


We designed Carl's low-poly model with two sets of uniforms: the regular uniform for soldiers stationed on the unit's spaceship, and a mission suit for planet Mantaria. Initially, we planned for him to wear a mask like Freyr, but eventually decided against it. The intention was to make Carl's character stand out and assure everyone that Mantaria is safe for humans. Therefore, we opted to include only a hood over his head instead. 08


Jayden, the Commander of Carl's unit and his father, is a significant non-playable character in our story. Initially, when we crafted the game's narrative, Jayden held a crucial role, particularly in the game's ending. However, due to plot adjustments and developmental challenges, we had to diminish his involvement, as it lacked coherence within the relationship between him and Carl. His appearance embodies that of an elderly yet robust man, characteristic of a military veteran. His stature is imposing, tall and strong with two distinct types of attire: a commander's outfit and a mission outfit. Like Carl, Jayden's portrait has an emotive expression in the in-game dialogue, but Jayden also has a portrait of him during his injuries after the crash on Mantaria. 09 non-playable character JAYDEN The Commander


Jayden's model also has two sets: a commander set and a mission set. We incorporated white elements into the commander's uniform to achieve an elegant and simple appearance. The mission suit resembles Carl's design, excluding the hood. 10


Freyr is a non-playable character initially intended to be male during our original design process. However, we later reconsidered and decided to make her a woman instead. Consequently, she possesses a robust, muscular physique reminiscent of a strong woman, giving her a cool and powerful appearance rather than conforming to conventional standards of feminine beauty. Freyr holds significant importance for players within the game as a crucial character. Not only does she operate a necessity shop, but she also offers the option to upgrade weapons and armor. 11 non-playable character FREYR The Engineer


Carl's room and Jayden's room are among our designs that need to be kept secret, while players await to uncover answers that enhance their understanding of the game's story. 12


13


Jayden's operating unit uses this ship to travel to Mantaria on a mission to find EVA. The design of this ship has undergone multiple revisions to achieve its current state. We aimed to create a futuristic and sleek appearance for the ship, avoiding excessive ornamentation and resembling an attack-type vessel. 14 SPACESHIP


THE MANTARIA CHAPTER 2


EVA is one of the characters on whom we invest the most time in developing the story. She holds a crucial role in shaping the game's narrative. Our objective is for her to have the power to impact Carl's emotions, prompting him to reflect on his personal history and ultimately influence the choices he makes at the game's conclusion. Her appearance has undergone several changes to align with the storyline and game environment. We designed her and her species as humanoid extraterrestrials, reflecting a thoughtful and civilized nature, albeit less advanced than humans. Her body predominantly exhibits shades of greyish-white, complemented by eyes reminiscent of those found in humans, creating a somewhat relatable aura. Eva's physique bears resemblance to that of a human girl, with a notable feature being a horn-like appendage on her head that rises up like a crown, setting her apart from the typical Mantaria. Her skin color, similar to others of her kind, is a grayish white shade. 17 EVA Project E Code name : EVA The queen of Mantaria


They are the Mantaria warriors tasked with defending their species against invasions they perceive as dangerous. These warriors are known for their strength and towering stature, exhibiting a physical appearance that starkly contrasts with that of ordinary Mantaria individuals. Our design encompasses two distinct appearances and three unique attack types for these warriors. 18 MANTARIA SOLDIER The guardian of Mantaria Defend against the dangers that invade Mantaria


The Mantaria people comprise a prevalent group of villagers residing on Mantaria. They share a resemblance in size to humans, being slightly taller overall, although not to the extent of the warrior class. Our intention was to depict them as human-like in appearance. There exist both male and female individuals, encompassing both adulthood and childhood stages. Males and females exhibit distinct physical characteristics that define specific genders. Both genders share a common feature of greyish-white skin. Their societal presence is that of a cave-dwelling tribe. They will be portrayed as harmless to humans. We have developed distinct models for both males and females, considering both adulthood and childhood stages. Male Mantaria exhibits similarities to male humans, while female Mantaria resembles female humans. During childhood, sex can be easily discerned based on physical appearance. 19 MANTARIAN The villager People of Mataria


20


TOOL&EQUIPMENT CHAPTER 3


Our primary weapon in this game is a long-range rifle. We draw direct inspiration from the Havoc gun in Apex Legends, and we absolutely adore its appearance and design. Our intention was to create an energy-based firearm that aligns with the futuristic narrative of our game. As such, we meticulously fashioned it to embody a weapon suitable for a futuristic storyline. EP-ASRFX : Energy Power Assault Rifle X 23


AR-NRGTC MK. II Armor - Nergetic MK.II The armor isn't really visible in the game, but players will be able to see it in Freyr's shop when they want to upgrade their armor. To enhance Carl's strength, we will utilize the resources acquired in the game to upgrade the in-game armor. Energy Capsules are items that serve as reload magazines for the EP-ASRFX [Energy Power Assault Rifle X]. These capsules can be obtained exclusively from Freyr's shop, requiring the use of a supply kit for purchase. Mantaria Claws holds significant importance within the game as it can only be obtained by eliminating Mantaria warriors. It serves as an essential resource for upgrading Carl's weapons and armor as well. Mantaria Fragments are in-game items scattered throughout the game map. They serve as the ore of Mantaria, which is another important item. Players can gather these fragments to enhance Carl's weapons and armor, as well as acquire mantaria claws and supply kits. Supply kits are a highly essential resource for players, which can be acquired by eliminating enemy Mantaria warriors or finding lost supply boxes in the game. These kits serve the purpose of enhancing armor and weapons at Freyr's shop. 24


ENVIRONMENT CHAPTER 4


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Initially, Mantaria's concept art featured only three color themes: white, gray, and gold. However, we found this palette to be overly bland and visually problematic. Therefore, we decided to undertake a redesign process, drawing inspiration from the Satisfactory map and combining it with the allure of an oasis. This transformation has resulted in the Mantaria we see today. CONCEPT ART 28


UXUI CHAPTER 5


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ANUWAT TAJOY PLOYCHOMPHU SURASING NOPPAWIT APIRAKKRAISRI PHATTHARAKORN NUWONGSRI PUYYARPHATH WILO TEAM Instructor NAPOL SIRIPIBAL ANUWAT RUTTANASOMBOON Asst. prof. KARUNA YAMPRAY Advisors


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