

INT- ROOM 901 26 - 09 - 24
Well now, onboarding's a hefty chore, ain't it? But gettin' onboard for somethin' that's already been rustled up? That's even more like tryin' to saddle a wild bull.
So, durin' this here gatherin', I reckon I'd mosey on ahead startin' my self-directed learnin'.
They said y'all need to rustle up three maps or levels in those video games y'all hold dear. Tell us why you've taken a shine to 'em.
Then, takin' a leaf outta those maps, conjure up a simple map or level with the idea of "How to log on and use canvas" in mind, inspired by them wild terrains.








INT- ROOM 901 03 - 10 - 24
Y'all listen up, what's stirrin' this week, ya might wonder?
We're tasked with craftin' a treasure map, gotta have it ready for handin' come next week...
So, we moseyed on down to the library to rustle up some books to aid us in our map makin'. Part of the journey was just to acquaint ourselves with the whereabouts of the library, though that ain't the main reason we saddled up.
I managed to lasso a couple of books, but one, an architectural tome, I used a page from to sketch out my treasure map.












Now, it ain't nothin' to write home about, and YEP, I went and hid it in our classroom. I've ridden this rodeo before, it's mostly about learnin' how to submit our work through canvas.
My map's a simple affair, just a blueprint sketch of the classroom. The plan is for it to be cut up and pieced back together like a jigsaw puzzle. HAPPY HUNTING, partners!



EXT- V&A MUSEUM 17 - 10 - 24
TRIP DAY! Well, let me spin ya a yarn.
THE BRIEF.



I teamed up with Liliana, best in the Games Art sheriff's office, Jacob from the Games Design ranch, and Greg, another fella from Design.
We had ourselves two artists and two designers, so we rode up to the top floor of the V&A museum, ready to wrangle some ideas.

















Now, let me tell ya, there was a heap to take in, but I was mighty taken by a few sparks of inspiration, which I reckon y’all will see below.




We wandered around that museum for a solid two hours before we found ourselves a spot to sit and chew the fat about lunch. I brought up this here mirror I’d seen, reckon it could be an object of power, maybe even a way to glimpse the future.
Liliana chimed in about some cats decked out in armour, and we kicked that idea around, using the treasures in that museum to flesh it out. I suggested that maybe that grand Pagoda tower we spotted could serve as the setting for our tale—climbing to the top of the tower to rescue something or someone precious.
The designers, Jacob and Greg, they were keen to make this story into a game, so we started spinning that idea into a full-fledged adventure, talkin’ ‘bout the narrative, objectives, heroes, and the villains lurking in the shadows.
We divvied up our roles—me as the Environmental Artist, Liliana takin’ charge of the Character Art, and Jacob and Greg wrangling the game design side of things, all focused on the storyline and gameplay.










Now, I may have been down this trail before, but I felt a twinge of nerves, ‘cause this was my first rodeo as an artist. It was a tricky thing, tryin’ to wrangle my thoughts ‘round the storyline they laid out for me, but I made sure to give it my all!
Y’all can see Art Fundamentals for more details on the fine artwork we rustled up!


INT- ROOM 901 24 - 10 - 24
Well, let me tell y’all, today’s class was a real hoedown of ideas bout’ them mission statements for companies. Brit led us through a whole range of topics like a trusty steer guiding the herd. We pondered on what us workers want out there in the tall grass and what drives us leaders to saddle up and ride.
We took a gander at Market Introductions and got a grip on some fancy key terms from the gaming industry that’ll help us wrangle those wild ideas. It was a day full of learning, and I reckon we’re all better equipped to ride the trail ahead!

for this weeks self-directed, we were told to dabble with blender and make a character using simple shapes, I ended up looking back at the characters I worked on in our art fundamentals workshop and took it upon me to re-create them in blender.
It started with some quick sketches of the robots I wanted to create and also breaking down their shape language.

This is the robot on the left, it was a definitely a challenging experience as It was my first time using blender and I am more used to Maya controls!
I will revisit Blender and re-create the other robots using it, I had a lot of fun learning a new software and I have every intention to continue.
I think although they offer the same outcome, Blender and Maya differ quite a lot and not just with controls.


INT- ROOM 901 07 - 11 - 24
After revisiting Blender following our formative week, I decided to model Mr. Oliver's robot using a simple reference.
Although I didn't take any process photos, here is the final product!





Utilizing the subdivision modifier to smooth the polygons and add more shapes based on the reference.


Incorporate facial features and hair while using the sculpting tools to add more detail.


Creating limbs such as legs, feet, hands, and arms ready for printing.





INT- ROOM 901 14 - 11 - 24
This week in class, we watched the design students present their game pitches, from which we would choose and create the art. There were a variety of pitches, but I chose two of them.




Here’s a clearer version of the text:
Juan's Game (Photos 1, 3, & 4) - Climate Cultivation, a space farming game. I faced some challenges while drawing these concepts, but I feel that it ultimately turned out well.
K's Game (Photo 2) - Machina, a futuristic cyberpunk-style game. I was really happy with how the art for this piece came out, especially since it was my first time drawing anything like this.
Not much more to add for this week as it was really focused on design students presenting.


INT- ROOM 901 21 - 11 - 24
Ultimately, I decided to proceed with Juan's game and concentrate on designing the board.



I started with designing three different types of grass tiles.



Juan asked me to separate the two elements, so below are some ideations of flowers in different patterns.








Juan was happy with the circular crop ones, so I decided to move on to the centre tile!



Using the images as reference, I quickly put together a rough idea of the centre tile before fully committing. I sent it to Juan for approval, and he gave me the go-ahead.
Below is the more refined centre tile in different colours, with the cyan tile being the tile Juan settled on for the final board.




Finally, here are the different variations of the final board.





INT- ROOM 901 28 - 11 - 24



I printed the board design on a sheet of A3 paper, as that was the largest option available at the time.
The game played well, with easy-to-understand rules, which made it immediately fun. I chose a path of destruction and decided to destroy the farmland (HAHA). However, there were definitely aspects of the game that could be updated, such as the money system, stress meter, and perhaps introducing ways to obtain cards that could only be acquired through eco-friendly actions for a price.
Overall, it was a good playtest, and it was great to see the art come to life.
To round off the project, Abir and Juan asked me to create the money design assets for the game. Following the Brief, I whipped up these designs and Juan was pleased :D




