Game Design Process + Evaluation


I created characters based on characteristics which fit my plot and genre. The protagonist is an elf which is a common race used in medieval fantasy. Elves feature in many popular franchises such as LotR, Skyrim and D&D. These movies and games greatly inspired me in making my character as they have predefined characteristics and aesthetics for the race which I could choose to apply to my own character.

Image result for lord of the rings elfImage result for skyrim elf

I based my elf’s aesthetics mostly on the Sun Elves of D&D. She has fair skin, apricot hair and golden eyes which are all very warm colours. Her armour also has a golden tint to it. Like all elves, she is tall and slender yet very strong with long pointed ears and upturned eyes.



Concept Art:

reneareScreen Shot 2017-09-20 at 11.55.13


My first level is a tutorial, set in the outskirts of the forest where Reneare’s tribe lives.

Image result for elven forestImage result for forest level background





Character Blueprint:

In the character BP I could edit aspects of the character. I applied my earlier made flipbook animation of the idle stance and altered the capsule dimensions to better fit my character.


For the player to be able to view the screen I added two components, Camera and SpringArm and attached them to each other so they would follow the character.


Game Controller BP:



To make my character move I had to assign keys to different action in the preferences panel. For example, I assigned A to moving left and D to moving right.







Genre: historical drama

Main Character: Young warrior boy

Mise-en-scene: costume, make-up and props to replicate ancient setting.

Character representation: young boy coming of age


Story: A boy is left behind by his tribe after being thought dead. He must then



Genre: fantasy crime

Main Character: Daryl Ward, police officer

Mise-en-scene: Make-up to make people appear as fantasy races. Dark lighting also fits the crime genre.

Character representation:

Classification: 12




Genre: Medieval Open World RPG

Main Character: Henry, village boy.

Mise-en-scene: Setting and characters are modelled to fit the time. The script would be

Character representation:


Story: A



Main Character:


Character representation:








Muse Test

As we are unable to use the originally intended software to make our app, Adobe XD, we will be simulating the interactivity of the app in Adobe Muse.

Screen Shot 2017-12-04 at 13.13.56Screen Shot 2017-12-04 at 13.14.09

As practise I made 3 screens which link together .

I made 3 pages on the master page.
I used the rectangle tool to make a coloured background on each page.
Then I used the text tool to add words and numbers which I then turned into hyperlinks.
I could choose which page it would link to in the toolbar.
To test it I pressed the Preview button and used QuickTime to record the screen.

I will use this process to link the pages of my app together.


Six types of light sources: ambient, directional, point, spot, area, volume.

Ambient brightens all parts of the scene uniformly.
For simulating direct and indirect lighting.

Directional gives even illumination of a scene using parallel rays of light.
For far away light sources such as sunlight.

Point light radiates light in all directs from a single point.
For omnidirectional sources such as light bulbs.

Spotlight creates a cone of light in one direction.
For beams of light such as flashlights.

Area light is a 2d rectangular light source.
For windows and ceiling lights.
Have a longer render time.

Volume shows light filling a 3D shape.
For a visual representation of the extent of the light.

3 Point Lighting
Key light – the main source illuminating the object
Secondary (fill) light – highlights details and the object
Backlight – distinguishes the object from the background
Varying intensities to retain shadows.

Attributes of light: intensity, fall-off (decay), cone angle, penumbra angle, drop-off, colour.

Intensity: how much light is emitted

Decay: how much light diminishes (falls off)

Cone Angle: width of the lights cone of influence

Penumbra Angle: fall off at edge of cone angle, more gives a softer edge

Drop-off: how much light diminishes at outer edge

Colour: set and RGB for light, affects colour of the scene

Light controls:

Aim from/aim at

Fall-off rate

Cone Radius

Penumbra/Umbra control

Non-linear fall-off

All in one control

To consider when using lights:
look to photographers for good techniques
think in terms of balance
avoid overly dramatic
look at natural lighting
avoid saturated lights and hues

Shadow effects
Hard shadows – solid
Soft shadows – blurred
Fall-out – acts light colour gradient

Shading is a combination of any material of an object and the textures applied to it.
Materials have different light properties.


Tate Analysis

Cadeau by Man Ray 1921
Image result for cadeau man ray

This piece is a sculpture showing the transformation of a regular household object, a clothes iron, to a potentially dangerous one, with the addition of metal nails. This makes the piece so iconic in the surrealist movement due to its complete and direct escape of logic and convention. The artist claimed he never destroyed objects, simply modified them, forcing the viewer to re-evaluate their views on the object’s function.
I like the piece as it is seemingly very straightforward but holds deeper implications in its creation such as its new purpose.

Cossacks by Wassily Kandinsky 1910-1

This piece is an oil on canvas painting comprised on a mixture of colours and lines. Kandinsky believed that it was more important to express thoughts and feelings in his work than reality. In this piece he linked colours and lines to musical tones. In the foreground, 3 cavalry men can be made out due to their orange hats and hands holding long black pole-like objects, however, the background is almost completely comprised of primary colour and pattern.

‘Last Ladder’ by Carl Andre, 1959

This piece is a pine wood sculpture com prised of a tall, thin piece of timber. This is a minimalist artwork. It directly engages with the environment and engages the viewer to be conscious of the space while there is not much to perceive in the piece itself.

‘Danaïde’ by Constantin Brancusi, c.1918

This is a stylised portrait pertaining to the art deco movement. There are hints of art deco in this piece from the golden highlights to the black shadows and the arcs of the facial features.