Art Direction - Project 3 & Final Project: Complete Art Guide
29 Nov 2024 - 03 Jan 2025 (Week 10 - Week 14)
After discussion, we decided to remain the art styles of the game. So quickly,
we get to find similar font pairing for our game to integrates in our game UI
redesign. the fonts selection were both inherited the characteristics of the
original game, where one is kind of bold, playful, quirky and sharp, and the
other also bolded, and rounded at the same time.
Vincent Lee // 0359386
Art Direction // Bachelor of Design (Hons) in Creative Media // Taylor's
University
Project 3 & Final Project: Complete Art Guide
Instructions
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Project 3 & Final Project: Complete Art Guide
The Complete Art Guide should present the project's proposed look and feel,
tailored to the target audience and market needs. It should include the concept
overview, pre-visualized mockups, theme, color palettes, design language,
typefaces, art style, composition, scale, and other key elements. This guide
serves as a one-sheet reference for the production team.
Project 3
Week 11 (06 Dec 2024) - Digitisation of UI Assets
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Figure 1.1 - Roles and Task Allocation, Week 11 (06 Nov 2024) |
So for this week, I breakdown my to-do, starting with mimicking the font, as I
observe that the original one has strokes on the outside of the text, in the
meantime, the bottom were more thicker than the rest, hence by doing so, I
also to make the text seems to be bolded, I added strokes and then apply 'Drop
Shadow' at the bottom of it.
Figure - Project 3: Project Milestone, Week 12 (13 Dec 2024)
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Figure - Fonts Pairing [Imitate], Week 11 (06 Nov 2024) |
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Figure - Text with Bolded Strokes [Ori] |
So based on this week progression, I will need to be giving Sarah a panel
of the gameplay screen so she can overlaid on top the redesigned game
scene. While the rest of the screens will be proceeded after the next
class.
On the left, is the original gameplay scene with their GUI, on the right,
is my imitation.
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Figure - Gameplay Screen |
Although remaining of the original game art styles, but in the meantime we
also tried to make changes on the UI design too, including buttons,
panels, layouts and placements. So below are our button designed where the
inner shadow making the outer of the button have like the protrusion kind
of visual feel.
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Figure - Button [Pause] Design |
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Figure - Malaysia KTM Signage Board Design |
Continue working with the panel, and it was somehow tedious as it require
different settings and colour for each button and panel, inducing the
making the fonts having thicker strokes on the bottom, all these requires
a lot of time and attention to details to make.
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Figure - Timer Countdown |
Applying the different buttons and panels design and overlaid on the game.
Although there are not much different in between these two designs but I
would say our design integrated in the gameplay better (honest, no bias,
even ChatGPT said it too). I think is due to the protrusion of the button
stokes and the shadow makes it more clear to see and to interact with.
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Figure - Score Screen |
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Figure - AI Feedback |
Week 12 (13 Dec 2024) - Redesign
& Develop of UI Assets
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Figure - Tasks |
Week 13 (20 Dec 2024) - Refined of UI Assets
Final Project Submission
Figure - Final Project: Complete Art Guide, Week 14 (03 Jan 2025)
Feedback
Week 12
Consultation Summary with Miss Anis on UI Design and
Assets
1. Feedback on Icons:
My part is okay but needs more Malaysian elements like
Bunga Raya or KL Twin Towers to replace the current icons
often used with buttons.
2. Design Consistency:
Ensure the design is consistent across all pages; no need to
apply changes to every page if the layout works.
3. Color Scheme:
Update the colour scheme to be more vibrant (e.g., red, yellow,
blue) instead of the current muted blue.
4. Final Submission:
Prepare a brand guideline document, including details like
dimensions and other specifications for the final
submission.
Reflection
Quick Links
Project 1: Project Proposal
Project 2: Project Management