
Research
Animation Year 2, 2nd Project
Group: Goda Jonaviciute, Logan Swift, Connor Smith, Samuel Capp
Vertical Slice
Tasks and Criteria
Evidence Asked
Evidence Provided
Task 1: Research – LO1, LO2, LO3
You should begin by researching games in
your genre.
You should research and analyse the type
of audience that you will be creating your
game for.
Analyse games for that audience from both a visual and contextual point of view, what are their characteristics?
Genre research
Audience analysis
Visual research
Find inspiration from an artist or designer and analyse their work for effectiveness.
You should aim for a mixture of primary & secondary research.
Research must be Harvard Referenced.
Harvard referenced bibliography
Task 2: Planning & Design – LO4, LO6
Your design stage will be shared between team members but should still follow the basic structure you usually do.
Narrative structure
You should develop the narrative structure via treatment sheets, character analysis etc.
Storyboarding
You should create a storyboard for any animation you may create.
You should create some preliminary sketches. These sketches must be annotated.
Annotated rough designs x 20 - 30
You should develop several of the best ideas into developed designs. You must have accompanying notes as to why you have chosen these designs.
Developed Stage – Developed designs with screenshots and development rationales.
Finally you should create your final piece/s.
Final design/s. (Story, Models, Concept art, GUI, Splash screens, Title cards, Credits, Controller layouts, Textures, Animations, Environment, Vehicles, Weapons, Effects, Maps, UI designs etc.)
Task 3: Evaluation – LO5, LO8
You must critically reflect and evaluate the research and design process. This may be submitted written, typed or as an oral video blog.
Complete Evaluation
Initial Ideas & Planning
From the day we got into our groups for this project, we decided to start writing down our ideas and what we could come up with, just to get everything out there. We wrote down genres, games, story ideas, themes, locations, and styles. This helped us to come up with 4 solid ideas of what we could make, and made sure that everyone was on the same page as to what they wanted to create for the project.

Initial mind map of ideas for the project
After coming to a mutual understanding of the main ideas we had, we split up and drew quick concepts for more inspiration. This also helped us understand each other in what types of art, creatures, and style we wanted to use. This was quite fun as it just meant we could put out a bunch of the ideas we had in our heads onto paper. These were all done in 1 day, so we are fairly proud with how many designs we could come up with.














Genre & Game Research
After deciding the general route, we all picked our own games to research to help us understand how we want to structure the game we will end up making. This follows the Task 1: Research section of the brief, which asks us to research games in our genre.
GJ:
Dragon Quest XI
Dragon Quest XI: Echoes of an Elusive Age is a JRPG developed by Square Enix. Using Unreal Engine 4, they released an anime style roleplaying game with bright colours to draw players in, old or new. The team used 3 ideas of game design to achieve a well put together look and a pleasant playing experience: ease of understanding, a sense of reassurance, and an exciting adventure.


The majority of the scenery in this game is built up of nature: lush trees, large
mountains, and flowery fields take up most of the environment’s design. The game
begins in a small village with a close-knit community called cobblestone, this is shown
by the dialogue of the few people who live here. The name also contrasts that of the
other regions who have difficult to pronounce names, making them sound fancier
than one that is named after a common material. From the looks of it, it also seems
like an area where peasants live, knowing that straw roofs are usually only built for
poor houses. After going through a cave, you end up in an area filled with waterfalls,
cliffs, and a bunch of trees. I think this is captivating, it lets you take a moment to
admire the scenery and take it all in. The Dundrasil region is comprised of rocky
mountains and structures, this is done really well. The towers of rocks remind me of
rock stacking by the beach but much bigger, I think exploring with land formations
would be very useful for our game, making sure that the nature is visually appealing
will make the rest of the environment design much easier. It can also give you a feel
of how and where to place buildings, objects, and where quests could be.
The Zwaardsrust region is probably where most of our inspiration should come from.
This area is very clearly inspired by the medieval ages with wooden panelling, beige
walls and wind mills being the main focus of the area. This mainly looks like a farming
area, but I like how the simple textures help to achieve the anime style, whilst also
making it look somewhat realistic which I believe is what our team is aiming for. The
colours here are quite simple, but they also stand out. The wheat contrasts the green
grass and blue sky, making it looks much more impressive than it actually is.
Dungeons in Dragon Quest XI are pretty much the same as other games that include them. They are built out of stone, have intricate patterns on the floor, and warm, soft lighting. If we chose to include dungeons in our game, it would be nice to take inspiration from this as a base idea and build up on it as I think making it more visually appealing, or even adding puzzles/traps would make the experience much more enjoyable. When reaching the main area of a dungeon, it is usually decorated very well. By using a similar structure to the rest of the dungeon but emphasising the objective area, it makes it look much more impressive. Proportions also come into play with this, when looking at the dungeons the pillars are fairly small and surround the walls, however in a main area, they are large and quite scarce.
Scenery:
Zwaardsrust region
Main Area of a Dungeon
Themes and Story:
A recurring theme in many Dragon Quest games is the World Tree, Yggdrasil. The importance of the tree is represented through feminine pronouns, she is usually positioned in highly isolated and dangerous areas, this makes sure that common people do not reach her and abuse her healing properties. In this specific instalment, each leaf represents the life of a sentient being, this could be an interesting theme to explore: the connection of nature and human life. The base of the story is fairly simple and common. The main character suffers a tragic event and is destined to save the kingdom from evil, meets characters along the way, defeats who they needed to yet finds out there is yet another antagonist, however during this all the side characters disappearing, making the main character almost “restart” his adventure again. In the end, he is declared the strongest soldier. Although the story isn’t what drew me in, it was a nice idea to understand how stories in video games are usually formed and would be very useful for when we plan our game. I want for us to come up with something quite unique and interesting so that it appeals to people rather than having the same recurring storyline seen in most games.
Character Design:
The artist who designed the characters in this game was Akira Toriyama, who is known for creating Dragon Ball. This resulted in characters being very charming, even if they were low level enemies that you usually wouldn’t pay attention to. Because they are cel-shaded, they stand out again the more realistic backgrounds. This also took effort from 3 teams (character, background, and technical) as they had to work together to make sure the final product was perfect, frequently meeting to scrap or build up on designs until they were finally finished reaching a unique and distinct style.
I will be taking about Serenica, as her character design looked the most appealing to me. Her
colour palette is composed of Purple, Teal, Yellow and Red. These colours are mostly opposite
on the colour wheel, which complement each other. Her important character is represented
through the amount of gold shown in her design, and also through purple as it is usually
associated with royalty. Her clothing also includes small, gold patterns on her corset and cape,
which help it look less generic. I also like that her design is comprised of mainly sharp edges as
it helps build her silhouette, and opposes the idea of a gentle woman, showing her powerful
position as a legendary hero. If you look at the other characters, their outfits are made up of
materials like leather and basic cloth, placing them side by side makes the other look poorer.
This is good character design as showing distinct social hierarchy through just clothing is
important, especially through materials.

Enemies:
The same artist who created the character designs also worked on the enemy designs, this meant there would be a very diverse list of bosses and monsters created. I like the idea that there are some base monsters, with different variations depending on region, storyline or time. An example of this is the lampling, with 5 different variations. They are pretty much the same, but have small differences and colour schemes. This would be a good idea for our game to both reduce time with making several different enemies, whilst still having a variation of different enemies.

Original

Leafy

Lava

Luminous

Lurid
I think it's really clever how they're so similar yet different at the same time. Small differences like the eyes, colour scheme, and little detailings can really change how the design looks. Not only will this be important for the idea of creating several variations of a monster, but it is also important to understand that when making any types of designs during this project, we should try out different colour schemes and even details to reach the best possible outcome.
UI:
The UI looks like something we should do. It’s very medieval style, using brown colours and an older themed font to show this. It is fairly simple, but gets the point of being inspired by the Middle Ages across very well. The title card is detailed and fun to look at, it is the first thing the player sees when they boot up the game so it needs to be captivating. Although this will not take a lot of time, it is still extremely important to a games design, as the player will likely be visiting these pages quite often throughout their gameplay. An idea that came up in my head is making the backgrounds of the UI by using tea-stained paper so that our project doesn’t strictly use digital artwork.


CS:
ARK: Survival Evolved
Ark is a third- and first-person survival game where you have to fight against prehistoric creatures by crafting sci-fi and medieval weapons which you can unlock the blueprints by levelling up.
There are many things to do in this game like taming dinosaurs to
become your companions, building huge bases to store your items, fight
huge bosses to get special treasures, more story and expansions to play
which is updated regularly and so much more.
Something I really like is you can use the points you earn by levelling up
to upgrade your characters statistics like stamina, strength, hunger etc...
I would like to implement something similar to this in vertical slice due to
the vast array of ideas it lays out for us to use. I also love the diverse
range of interactable creatures that you can tame or fight for experience
and resource gathering.
In our survival game I would like to experiment with different character /
creature designs so the player would have access to a better experience
by having more characters to interact with. We also thought of having a
boss fight scene and I feel that ARK boss fights perfectly reflect what we
would try and achieve, by having a clear health bar at the top of the
screen that indicates damage in a unique way. After the creature is
defeated in the game it plays a short animation of it dying by either
falling over and destroying something when doing so, or bursting into
flames. I believe that we can accomplish this when we create this scene,
but in our own unique way to attract the audience that we are aiming at.
They have also used real world gravity in the game to add to the realistic
immersion, they have also factored building weight into this, if you build
a foundation and a house on top of it, then destroy the foundation, it will
destroy the rest of the building as well. I think we can take inspiration
from this by adding a destruction scene showing how the gravity would
work in the game.
Included in the game there are many weapons to craft and find, which all
have their own unique model and interactive uses. They range from
simple handmade axes to sci-fi laser blasters, included in the ideas mind
map we spoke a lot about customisation of characters and different items
that would have different effects to add more mechanics into the game.
There are many expansions in the game that add onto it in a completely
different way every time, A recent one called ARK: Genesis includes a
robotic companion that can provide useful information about other dinosaurs you come across but you can also communicate with it on a personal level by the light of its eye changing colour depending on the emotion it is feeling at that point.
ARK's landscape is mainly woodland forest, plains, beach, Badlands biomes and plenty more, the biomes in ARK are huge and filled with
detail of different flora and rock formations. As a team we all decided that we like the idea of using a unique flora when designing a environment / level for our game.



Character Skills & Experience
Broodmother Arena - Boss Fight Area
Lost Island
Character Stats:
Designs & UI:
Mechanics:
Scenery:
SC:
Minecraft
I wanted to research a game that fits the survival game theme; so, I chose one of the most popular survival games, Minecraft.
Overview:
Minecraft is a 3D sandbox game developed and published by Mojang which can be played in either single or multi player. The world is made entirely of blocks and has a range of diverse gameplay options allowing the player to play/create countless possibilities. Minecraft first came out May 10th 2009 however, it was simply a prototype and wasn’t even called Minecraft it was called “Cave Game”. It wasn’t till 18th November 2011 that Minecraft was fully released and became one of the greatest games ever with updates coming out yearly adding more possibilities to the game. Minecraft doesn’t really have an ending but many believe you’ve “completed” the game when you’ve defeated the Ender Dragon (a massive boss that spawns in the End (one of the games many biomes)) the main idea of the game is to survive, build and explore. Since Minecraft came out Mojang has made 4 other games with Minecraft incorporated into it: Minecraft Dungeons released on May 26th 2020, Minecraft Legends released on April 18th 2023, Minecraft Story Mode released on December 15th 2016 and Minecraft Earth released on December 19th 2019; these games all made up the Minecraft franchise.
Minecraft’s weaponry consists mainly of a Sword, Bow, Crossbow, Axe and Shield, the player tends to mainly use
the sword which comes in different materials like: Iron and Diamond with each material being better than the one
before but also harder to find. When researching Medieval weaponry, I found out they used Swords and bows
when fighting which also appear in Minecraft.
Weaponry:
Scenery:

Minecraft has many different landscapes from Woodlands to Deserts each possessing different items and creatures for the player to discover/ fight. Minecraft also has two Dimensions the Nether and the End which also have different landscapes however, are a lot more hostile and harder to navigate. With Minecraft, no world or landscape is ever the same adding a uniqueness to every world which means the worlds the player makes are unique to them, and also makes the game more fun to play.



Overworld - Meadows
The Nether
The End
Mechanics:
What I like about Minecraft is how there are an endless number of possibilities of things you can do in the game which makes the game not repetitive and doesn’t make you bored. I also like how unique Minecraft was when it first game out as it was a survival game where everything was made from blocks of course, over time many people have tried to make rip off versions of Minecraft but none have been any good. There isn’t anything I don’t like about Minecraft apart from maybe the affordability for the game and microtransactions.
If I was to incorporate some of Minecraft’s features, I would want to use a similar cooking mechanic as I believe that it’s a vital part to a survival game and Minecraft’s cooking mechanic is very simple but effective. I would also want to include infinite different spawns so each world is completely different making the players worlds more unique and fun to play; this would be done by including different biomes and structures like: Castles and Villages. I would also add a Dungeon fighter system similar to Minecraft Dungeons where the player would need better equipment and gear to progress from the dungeons discovering treasure along the way.
LS:
Zelda: Tears of the Kingdom
Zelda tears of the kingdom is the most recent instalment amongst the mainline Zelda games and I think it is exceptional.
The gameplay mechanics are really innovative and creative and something I think we should take inspiration from. In the game you can use any asset in the map to create vehicles and machines. Some other creative mechanics include being able to phase through ceilings and get to the top. Another mechanic I really like is that you can reverse things in time which leads to many cool gameplay quirks and methods of doing things. The game has a really adventurous and yet cosy feeling, the art style makes the game really cosy and almost cute looking and the character designs also aid this but the map is giant and open. The game has so much to explore and do its almost overwhelming but it’s a good feeling to have as it just goes to show how intricately the map is designed and all the content.
Mechanics:
I really enjoy the amount of quests and side stories in the game which is a big
improvement from breath of the wild which only had boring ones and nothing
too interesting. The scenery in the game is really beautiful and looks like
somewhere that would actually exist in real life. It doesn’t lean into fantasy
too hard in terms of the overworld environment as it looks very natural but
this was intentional to make the game feel as immersive and realistic as
possible. However there are fantasy elements like the sky islands and
underworld which aren’t realistic at all. The underworld is just as big as the
overworld but it is quite empty and not very interesting which I don’t really
like much. The whole area is aesthetically very cool but there is little content there. I believe this may be just due to hardware constraints however because it would be difficult to add anymore stuff to the already giant map and it would cause performance issues. The Sky islands also have the same issue where they have little to no content and are generally quite repetitive and boring but they’re fun to explore.
Quests & Scenery:

Quests & Scenery:
I think the UI design is minimalist perfection. It doesn’t do anything it shouldn’t or get too detailed it just works. It has some design work but its very minimalist and aesthetically pleasing. It think the UI is a very overlooked feature in the game due to its minimalism. It works perfectly with the environment as it doesn’t overshadow anything or distract you it just simply serves its perfect.
Real Life Inspiration
In addition to the genre and game research, to deepen our understanding in what we want to do with our game, we decided to research several real life aspects from the medieval era as that was our chosen theme. Each person was allocated 2 sections to research in depth, for how we would like to apply it whether that be in modelling, story, or mechanics. Although this isn't asked for in the brief, we did this to expand our knowledge to apply into our designs.
GJ:
Buildings
Buildings were usually made of wood and stone, in England, timber framing was used throughout the Middle Ages. Though most houses now are built of brick, only the royal could afford using this material.
Villages:
Residential:
People in the villages were usually quite poor, and tended to live in simple cottages. Many houses were made of straw even if it seemed like a very lightweight material, mainly for roofs also called “Thatched roofs”.
For walls, a mixture of materials called wattle and daub were used. Thin, woven
wooden strips formed in a lattice were placed in between timber stakes, on top
of the wooden frame, and then covered in a sticky material that was usually a
combination of things such as clay, wet soil, sand and straw. The coating on the
outside was lime wash, this would make the plaster turn in a different colour:
reddish, yellow, or white were most common. However, if the game is set in a
later time of the medieval ages, flint was more frequently used instead. These
cottages also did not have glass windows as they were usually used as
decorative aspects in more important buildings. Instead, a small hole in the wall
would be made to let light in. If we would make the environment set in winter,
animal hides would be used over the windows to insulate the home. When
texturing, we need to consider the materials used to try and replicate the look
and texture of the materials used in the cottages. If some cottages are abandoned or destroyed, include the timber framing inside.

Taverns:
Taverns were important places for socializing, gathering, and providing accommodation for travelers and locals alike. These sold not only alcohol, but also food which many nobles would visit and eat at. Taverns were usually the first buildings to be built in a new settlement, when texturing and designing try to make them look more weathered and older to show this. Because it was such a large deal for the villagers and the main area of socialization, consider adding chairs and tables around the outside of the building too, as well as barrels to show the sale of alcohol inside. They are usually large structures with two floors, the bottom floor being the sales and meeting floor, and the top floor being the rooms of residence. They are made of very similar materials to the cottages, however instead of holes for windows they are framed with wooden planks. The liveliest place in a village.
Mills:
There are 2 different types of mills, wind and water, whichever one
is used depends on the location and weather of the settlement.
Mills are one of the most important structures in a medieval village,
this was their main source of food, most of the village population
are farmers so this made it even more necessary. Depending on
what our environment for the game is going to be like, it will decide
which time of mill we would have to use in the villages. Water mills
are fairly short in size and need a consistent flow from a water
source to grind the grains for use. Out of the three types, horizontal
waterwheels were the cheapest to produce and easiest to maintain.
They also require quite a specific design so if we were to add these
into the game, I’d need to research their structure in more detail.
Windmills are simpler; however, they require constant wind to keep
them running, I think with windmills there would be more freedom of design as most of the mechanical components are inside the building which will not be seen.


Water Mill Wind Mill
Town:
Dock:
Since there isn’t too much information on medieval docks, I had to base my
information off images and 3d models I found. Most of them either have a
completely separate area with a wooden bridge as an area to dock ships and boats,
I assume this is for larger towns where shipments from overseas are more
prominent. They include some sorts of posts along the edge to tie smaller boats as
they do not have anchors. They can also be lower than the rest of the town by
having stairs leading down to the dock from the town if it is built up from the
ground. The other type is simply sectioning off the pavement with poles to use
as docking. This is probably used only for smaller boats as there is significantly
less space to move or dock, essentially just as a mode of transport rather than the movement of goods for trade.

Marketplaces:
Merchants from all over would gather to trade and sell their goods and services in a marketplace. These usually had a very specific layout for easy navigation and to showcase their products, having a specific section or market square for a certain aspect of sales e.g., a food market street. This is important for customers to find what they need quickly. When designing these we will have to think of what the merchants would sell that would appeal to the characters of our game. The types of goods that were commonly traded at this time were: textiles, leather, spices, metalwork, pottery, woodwork, grains, fruit and vegetables, and baked goods; usually sold on wooden carts or tables as they are easily transportable. These are different to regular shops though, they would not frequently exchange with common currency, but rather through trading. Players should have an option to either exchange materials and other goods or visit a shop to pay with common currency. These places should also be constantly busy as they are vibrant hubs for customers and merchants alike. When creating this area, we also need to think about the sounds and other small details. Drains were on the sides of the streets, blood would be on the floor of the butcher's stand, and the area would be very noisy with the amount of people there.
Church:
As the church is one of the main points of interest, this part of research is crucial
to make sure it is represented as accurately as possible. The lives of people
during this era were revolved around the church, many people (in particular
women), would pray 3-5 times a day, and attend at least once a week for any
kinds of services, confession or charity. It was a support system for every
resident on the land, they helped out the sick through prayer, held festivals and
supported poor houses. In smaller towns, instead of the altar being the centre
of attention, it was the baptismal font that people congregated towards. This
was usually a freestanding basin in the middle of the front hall that was used to
determine someone’s guilt or innocence if a crime has been committed. Another
form of detection was using hot iron on their hands, if it blisters or burns, they
are guilty. This could be a really cool idea to include in character or creature
design as this information is not well known, so it would be an aspect that could
be discovered through the story.
Because the church was meant to represent the praise of God, the projects were very expensive and large. Most of the money came from donations of citizens and people all over the country to the church to make sure the buildings were of high quality rather than the use of mud and straw that commoners would have for their housing. This also means a lot of these buildings are still standing today. If our game is set in the early Middle Ages, the church would be inspired by Norman architecture which uses large stones and rounded shapes, which later influenced Gothic architecture. The outside was kept fairly simple, with the inside being the main focus. When designing the doorways, they were very well decorated to show a grand entrance and bring life to the building. Windows were kept fairly small unless they were stained glass. When creating the church, we should aim to make it stand out as it is a main point of interest for the game. Making it very detailed is important for this, so when modelling we need to make sure there are many designs and small details, but to keep the texturing simple.

Forge:
When looking at medieval forges, there are 3 distinct areas. A furnace, some sort of anvil, and an area that holds solid metal (commonly a barrel). There is a lot of creative freedom for this structure, the tools can be inside or outside, it just depends on personal preference. From the images that I looked at most of the time the workstation is outside, whilst the inside is used for either housing or to sell goods. The furnace position also needs to be considered carefully, it needs to have a chimney to let off smoke and this is usually attached to the building. There is also a possibility to design the forge without a building at all, in some it is simply under a tent or wooden roof with the chimney going through it. The structure is made mainly out of stone, with timber framing, probably to prevent fires as much as possible.
Herbalist:
Instead of getting healthcare like the modern-day hospital, healing and recovery
was extremely different in the Middle Ages. There were 2 distinct places to go:
the hospital, which was located in the church yet relied on simply prayer instead of
medicine for healing, and the herbalist, who relied on herbal medicine and the
healing properties of plants as remedies. In the game, we could use plants and
such to heal the player if they have taken damage, recipes for different types of
medicine could be sold here, as well as plants that have been harvested. Including
an herbal garden somewhere on the map would also be valuable, maybe even a
mechanic that helps you grow certain plants instead of foraging? The owner of this
shop should preferably be a woman, as they were the main group of people to
have the knowledge and use of herbal medicine. As for the design, including both
a shopfront and an area for the sick would be the best idea, as these places both
sold medicines and cured people. If we decide to add this building, we should research a little more about the certain types of plants we could use as healing items.

Potion Shop:
In many medieval fantasy games, potions are included in their items list and can give weaknesses, boosts, or other effects to both characters and enemies. There isn’t much to research here since the witch trials were conducted in the early modern age, and there were no witches in reality. For this part, we can pretty much come up with anything that could link to the general idea of what wizardry and potions would be represented in modern media.
Butcher:
This was one of the oldest trades to begin, dating as far as 976. Meat must have been of high quality, if it was mislabeled or poor quality, they would have been punished. A high level of cleanliness must have also been met to prevent the spread of disease, this could look different depending on where the trade is located: shopfront or market stall. If it were a market stall, there would usually be blood stains on the floor as it was hard to clean it all off the stone flooring. To show the idea that it is a butcher’s shop, hanging meats would be most important to include, specifically fish and pork, as they were eaten mostly by peasant families.
Culture
Trade:
When trading, common and low value goods were usually kept for local sale as paying tolls when crossing certain points were not worth it, this would end up with much lower profit for the seller, so only luxury goods were transported between villages and towns. Most goods were moved by ship or boat as it was much cheaper and safer than travelling by land, however sailors would have to understand potential losses as weather and pirates were a great danger. Although smaller markets were set up in villages, these only sold common items for everyday use. If someone wanted to purchase an item that was not considered as “everyday” such as cloth or wine, they’d have to walk to the nearest town which could take up to a full day. Shops were usually categorized for more competition and placed in areas that would boost their sales: armourers near the town’s council, or booksellers near cathedrals/places of learning. Placing ships near the docks would show the use of international trading if selling things such as spices or teas were in the game.
Technology:
When creating items and modelling structures, it is important to understand the types of technology that were most used in this age. Including wells in villages and chimneys attached to some housing would be quite important. Mirrors were also discovered around this time; it would be interesting to include something like this to learn about reflections when 3d modelling. Armour such as chain mail and full suits of plate armour were mostly used by the military, this is important if we are going to make a game that includes fighting aspects to keep accuracy to the era whilst also being able to explore the different styles we could apply.
Christianity and Social Hierarchy:
Christianity was the main religious practice of medieval Europe, and was the base for how the medieval society was formed. The Church was in charge of regulating and shaping an individual’s life, even if they rejected the teachings. They were also not to be questioned as it was all meant to be in the interest of God, however because of how unqualified they tended to be it was mainly in their own interests and how they wanted to build a person’s life to be. The hierarchy of the Church also defined their social hierarchy; they believed that it was God’s will that someone was born to certain circumstances, if you attempt to alter your life for the better you are going against God words and saying He has made a mistake. This made people accept their lives how they were. This caused priests and archbishops to abuse their power for more wealth, as this meant greater power. They would go as far as threatening nobles or even whole towns with being exiled from the church which would result in loss of power for them. I think including aspects of Christianity and representing them as how they were in the Middle Ages would be interesting for both characters and story, there is a lot to show and research for this topic but I want to keep it simple and brief as I am not 100% sure that we will be using this idea.
Bells:
Bells were used to tell citizens their set times for actions such as prayer, work, feast, crisis, and curfews. They were an extremely important aspect of daily life. Because the people of the Middle Ages did not hear many manmade noises, the sounds of a bell were both majestic and horrifying. They were seen as “supernatural”, they believed that the sound of a bell would save them from an attack, scaring off intruders, when it was simply just used as a warning. Depending on how our story is written, the sounds of a ringing bell could be used to represent an attack or certain large event. Bells were also usually placed in their own designated tower attached to a church.
CS:
Clothing & Armour
I wanted to research into different types of clothing to use in our game, both the types of clothing we decided as a team was Sci-Fi and medieval.
People back in medieval times struggled to buy clothes due to how expensive they were so they
had to settle for cheap, self-made clothes that were usually a dull colour. This meant people of
low-class all wore similar clothing with little to no colour, but the high-class citizens wore detailed,
vibrant, colourful clothes and typically wearing the same dress more than once in upper class
families was looked down on.
They typically wore poncho type clothing that was usually not fit to size and was made from
sheep or cattle skins. In old transcripts we discovered that shoes were not a usual piece of clothing
till the middle Anglo-Saxon era, so we would probably not incorporate shoes in some of the
character designs.
I think when creating clothing for the models we are going to make is going to be a reasonably
simple task by using the cloth modifier and putting a shell on it so that it fits the body to proportion.
Class Divide in Clothing:

When searching for sci-fi clothing, I found the steampunk style which immediately shouted out to me as
something I would love to experiment with. I love the intricate gear design for his arm filled with
pressure gauges and pistons. In our game I would like to implement this design in some of the
environment models for a detailed unique layout.
Steampunk is typically used in post-apocalyptic era styles, so we would have to factor this in when we
start the design process for our game environment. I would love to look further into this creative idea
and possibly experiment with it whilst in the design process. The mechanical part of this style of clothes
is made out of copper and metal, and the additional pieces like a chest piece would primarily be leather
with emblems embedded on them.
Steampunk:

Medieval Armour:
European Armour:
Plate armour is ordinarily made out of bronze, Iron or steel plates which would end up becoming the iconic suit of
armour, underneath these suit the knights wore a chainmail layer to increase the defence that the suit would
provide for them. After years of knights carrying around armour that weighs from 15 to 25kg they decided to
leave the chainmail that was the brunt of the weight they were carrying back then.
Not only did the knights wear this heavy armour, their horses had a chainmail suit to protect it from knights on
the ground aiming to kill them. In the 17th century, plate armour started to decline but it was still common for
nobility to wear it to show power and wealth.
Due to our game being fantasy and sci-fi I feel we could design a cool set of armour to use on some models we
make to give our game some diversity and customisation. To make one of these suits it would take a blacksmith
about 4 weeks per suit due to everything having to be hand made which would slow down the process.

Japanese Armour:
Whilst searching for different types of medieval armour I found ancient Japanese samurai armour which instantly
flooded my head with different ideas to use for our game. Not just costume ideas but also building and
environment concept ideas that would really make our game something really unique and special.
Samurai didn’t wear this kind of armour for very long due to the introduction of Tanegashima (which is similar to
the English musket) this weapon easily ripped through the tough leather that the armour was made from, so
Japanese armour makers designed ‘bullet tested’ armour that was made to withstand the force of this deadly
weapon.
The expert craftmanship lead this style of armour to be recognised for centuries and lead to be used in movies
like Kung Fu Panda, There is a design of this that really inspires me, in X-men there is a suit of armour called Silver
samurai armour which is a modern mechanical view of what the traditional Japanese armour doesn’t include but also the main aspects and eye catching parts of the traditional armour is portrayed very well on the silver samurai armour

Collectible Items
Almost every game ever made includes collectable items that you can use to make gear, buy other items, trade for other useful tools, eat for in game boosts and pretty much anything you can think of can be made into a collectable item. Due to our game being a survival, medieval, sci-fi game it would have to include collectable items that the character could use to upgrade themselves or to assist them on their journey. This could be simple potions that increase strength, mana, stamina ext.…
In the concept design stage of our game making process, I would like for us to focus on making intractable objects that the character can use but make some odd, unique designs for these objects. We would have to make them not to complicated so we could focus on the animation process first without worrying about how the less important aspects would look/ work.
Currency:
In games like sonic and Super Mario you collect coins as the level progresses which you can spend on different accessories that you can build in your kingdom. I want to explore this idea further because in a survival medieval game there is typically a currency that you can spend for new and better equipment that would help you further on in the game when you start to face harder and stronger foes.
We could make the currency something simple like gold coins or create our own original designs and mechanics on how it works, a thought for a currency that comes to mind would be a type of crystal that you can find all over the map. This currency would be indicated somewhere on the screen so you would be able to keep track of how much ‘money’ you have.
Monster Drops:
The creatures that were going to create for our game would each drop different collectables that the character could use, this could be dragon skin, orc tooth, pixie wing and any other part of a monster that we create could be made into a collectable.
For a rare item, we would have to make it not to stressful to collect and reasonably straight forward to obtain, otherwise players could get annoyed or even quit the game. In some games, there are challenges to find multiple objects around a map to unlock something, for example in legend of Zelda breath of the wild there are little creatures that hide all over the open world map called Koroks and they give you a seed each time you find one. These seeds can be used to upgrade the main character Zelda to have more inventory slots, weapon slots, more hearts and more stamina, in total there are 900 of these to find and collect and if you find them all you get a cosmetic item that doesn’t do much but looks cool.
Secret Items & Difficulty:
In our game we could add secret creatures or objects that don’t give any character buffs but adds a difficult task that prolongs the game. By adding a hard challenge that players could decide to do would expand our player base due to people wanting to be the first to complete a challenge on the new great game.
Players sometimes set their own challenges that are really difficult that take a while, for example, the ‘God run’ where players play through the 7 main souls games (Bloodborne, Demon’s Souls, Elden Ring, Sekiro, and Dark Souls 1, 2, and 3) without getting even getting hit once and if they do they would have to play it all over again from scratch. The first person to accomplish this was streamer Dinossindgeil and it took him 120 days to accomplish this feat and faced all the different bugs and glitches that the game threw at him.
SC:
Weaponry
I wanted to research into different types of weaponry to use in our game. During the Medieval period, they most commonly used swords, War Hammers and Pikes (Long Thrusting spear).
There were many different of types swords such as: Knightly sword, Arming sword,
Longsword, Rapier and Great sword, with each sword having its own unique design
and purpose making them important weapons in warfare. The Swords were made from
iron or steel, with steel being the favourable option as it was stronger and more
durable, the swords varied on the length depending on the type of sword with some
being 80cm. The swords would be easy to make however, could rely on a lot of detail
as we’ll probably want to create different swords and make them highly detailed.
Swords:

Bows:
They also used Bows and Arrows for longer ranged warfare which minimized their own risks in battle however, they required a lot of training to be able to use properly so the lesser skilled knights used crossbows as they were easier to use. Bows were typically made from yew wood however, sometimes ash wood, elm wood or other hardwoods are used; string was also used to make bows and connected the top to the bottom also allowing you to shoot affectively. Bows would be a bit trickier to make however, wouldn’t require as much detail.

During warfare they would have to sometimes use siege weapons which were typically used for
breaking through fortified walls. Theses siege weapons were: a trebuchet which launched heavy
projectiles over a long distance, a catapult which was a less accurate trebuchet and a battering
ram which was a big log used to break through fortress gates or walls. These siege weapons were
made from various woods and metals, they stood at different heights with trebuchets
standing at 10m. Making these siege weapons would be very hard as there’s a lot to make
with them and require a lot of detail.
In terms of firearms, they didn’t use what we use today. Instead they used Cannons which are
large guns/artillery that fired projectiles using propellant (an explosive chemical). Smaller
firearms were basically handheld cannons and were used up until the 15th century until more
accurate handguns which fired small balls or lead pellets. The cannons were made from cast
iron or bronze with the wheels and supports being made from wood, they estimated at 3 feet
long. Making cannons would be easier and they don’t require much detail; I feel like they are
definitely needed in our game and would give us many opportunities for do other things with
theses cannons.
Projectiles:
The Tanegashima was a Portuguese firearm most commonly used by the Japanese. It was used by the samurai class and Ashigaru (Foot Soldier) however, didn’t replaced the longbows as many thoughts it would due to it slow fire rate and inability to fire in the rain. The gun seemed to be based on snap matchlocks (type of mechanism used to ignite early firearms) that were produced in the armoury of Goa in Portuguese India. Making this weapon could be quite difficult as they look complicated and might require a lot of detail. However, with them being a Japanese/ Portuguese weapon it could allows us to add other weapons from different cultures into the game.

Weapons from other cultures:

LS:
Food
I want to study the food that people in the medieval time would’ve eaten
because there was talk of adding a cooking mechanic into the game. In those
times the rich people had access to exotic spices so I had an idea that spices
in the game can give you abilities and be rare to find. The starter recipes you
would make would be things like bread and oatmeal which aren’t very
nutritional. The peasants would tend to eat a lot of grains because they were
the cheapest. People were encouraged to eat lost of food and the average
calorie intake for a working man would be around 3500 calories. Food was
served in stew pots or on plates, and people would eat with their bare hands
or spoons. Some very poor households would eat off the table which I presume is what lead to a lot of people dying and diseases being spread. This is useful to know because If we were to add cooking mechanics into the game we would need somewhere for the food to go when eaten.
Background in Medieval Food:

Recipes & Mechanics:
I researched into recipes of the time and found many delicious traditional cuisine that I was interested in. Seeing the steak they used to eat made me think of a flipping steak mechanic whilst cooking. I didn’t know what they used to cook their food on so I looked it up and they cook their food on an open hearth. I was thinking of something like a portable grill or pot for the character to carry around with them and cook when they find good ingredients.
Cook books and recipe collections are the most important artefacts for medieval cuisine. They would contain a loose amount of ingredients and they would be very brief with not much information unlike cook books of today. Obviously cooking times and temperatures couldn’t be measured in those times so everything was rough estimates. I think this could create a unique game mechanic of trying to guess when things are cooked correctly. Real cook books started to take form in the 13th century they are thought to have real recipe’s and steps but they weren’t actually used to cook.
Dungeon Meshi:
This made me think of dungeon meshi which I think is going to be a modern classic and staple in the
fantasy genre amongst anime and manga. The premise of the show is that the main characters need
to save one of their party mates that got eaten by a dragon in the dungeon and they don’t have
money for food so they must eat the monsters in the dungeon. They end up cooking really creative
and interesting meals that involve monsters. My favourite example was when they had a jar gem
stones from mimics infused with holy water that got infused the cold ghosts and created sorbet. I
want to add creative things like this in our game because its so genius that you just have sit back
and think how did the author even think of something like this! I really want to create a cooking
game and I hope my team agrees because there is just way too much potential in creative stuff we
can make.


I think the character designs are admirable and an absolute masterclass in design. The characters look visually pleasing at first but they don’t look extremely interesting until you start to dissect their designs and all the intricacy’s and subtle details. The author drew out a sheet with all the characters heads to make sure no characters look even vaguely similar to each other. This is so genius and something I think everyone creating a story should be doing to keep all their designs fresh and unique and really push themselves to create something.
^ Character Design
Creatures
Any fantasy story obviously needs an array of fictious creatures to inhabit the world so I wanted to look into folklore of that era.
Blemmyes:

The Blemmyes are a race of headless men in folklore. They are mythical creatures that look very funny to me.
I think that having some of these fellas in the game would be quite funny because they would be easy to
model and look cool. I would have to have a different take on them because they look strange and uncanny
in folklore artworks so I would want to take attributes from their lore and design to create my own rendition
of it. I would also like to do this with the Cynocephali because its design could look quite cool and it has
potential. I think sculpting the characters in 3d but with the medieval art style would look very cool and
unique.
Gnomes:
Gnomes are small subterranean type creatures that guard mines and precious treasures of the earth. They are usually small and physically deformed with hunch backs and large noses. Gnomes are portrayed in stories where they cause mischief and steal things such as trinkets and bits and bobs from humans. Stories of gnomes have been recorded throughout Europe for hundreds of years but something interesting is that they were discussed in other cultures leading people to think they really exist.
Unicorns:
Unicorns are awe-inspiring, majestic beasts of folklore and mythology. In scriptures and artworks, they are commonly depicted as horses with magical horns on their head. They don’t cause trouble, just roam around, they are rare to spot, and don’t attack people. I think they could be a feature in the game that is rare to come across.
One thing I want to attempt is to take standard fantasy creatures but put my own spin on them and take their common attributes and remix it into a different interpretation.
Audience Analysis
To adjust our game plans and understand our audience, we conducted an audience analysis for all 3 audiences (Primary, Secondary, and Niche) as asked by the brief in Task 1: Research. We were told to analyse and research the type of audience our game is targeted for.
GJ, CS, LS, SC:
Primary Audience
Analysis:
For our primary audience, we decided to choose teenagers and young adults who are interested in video games since this is a very large group of people. I believe that ever since Covid this group has expanded tremendously due to isolation and having to resort to video games as a way of spending time both alone and with other people, with 82% of global consumers playing video games during the pandemic. However, because this audience is so large, we have to make sure that our game captivates them, that it is something new and never seen before. I believe that we will be able to do this fairly well, since everyone in our team is a part of this audience. We can also ask our classmates on their opinions and what they would do different to make sure we adapt as best as we possibly can, making sure the game is up and beyond the audience’s standards.
Understanding:
We are a new company, people don’t really have an opinion or understanding about us. Because of this, I had to look into competitors to see how to build a positive feeling and understanding from our audience. 2 of the most popular survival games are Minecraft and ARK: Survival Evolved, which were researched by some people in our team. To make sure we get positive understanding, we will have to consider things like game mechanics, a good story, understandable timeline, and other aspects that are easy to mess up. Adapting to the audiences needs would give us good rep. When studios listen to their feedback and implement it into their games, they are usually well respected and are more likely to be lenient when releases are pushed back, but this shouldn’t be taken advantage of.
Demographics:
Language
English, however could consider to translate to other languages, specifically Chinese or
Japanese as these are the 2nd most used languages by our audience.
Gender
Both males (59%) and females (41%), this expands our target audience by a lot.
Social Media
Discord, Twitch, and Reddit are mainly used by gamers, regardless of their location. These are places that provide inclusive and easy to find communities revolving around specific games and/or genres.
Location
Countries in Europe, Asia, and North America. Europe (386 million) and Asia (1.4 billion) make up the most percentage of video game players, being 68% out of the world. Even though North America is only 8%, we decided to add this group anyways as it corresponds to the language used.
Age
16 – 34, 76% of gamers are over 18, with the largest group of 38% being between the ages of 18-34. The average age is 30.
Occupation
Higher Education, University, and early career. 50.32% of gamers make from $0-$19,999 annually.
Interest:
When researching about player’s behaviours, I found out something called the “Magic Circle” which shows that players can maintain the difference between real world and the constructed reality in a game. To make sure this is kept, we can take influence from real life, but we should still keep the sense of fantasy as a main point. Players of survival games are also subject to chance and randomisation. Implementing this is an important aspect of the game, and also increases players’ interests. Depending on what we will make for our game mechanics, players can be influenced between each other to come up with different methods of playing, or we could even add in a help tab to make sure the structure is understandable.
Environment:
The price would be around £25, on sale for most consoles and on PC. We think this is fair for a large open-world game with quests, a deep story, and several things to do. This is much cheaper than other games on the market on this scale, which can help reach a wider audience for people who may have a smaller budget to spend on video games. To spread the message of the game, we should keep updates on social media sites where the audience is most active on, and campaign in places like gaming conventions. We also have to make sure the game is respectful to the cultures we are being inspired by.
Needs:
The audience would need to be attracted to our game compared to competitors in our game’s genre. There are many video games out there with the aspect of being a survival game, so we need to make sure it is unique and something that has not been done before. They will be looking for something highly interactive and maybe challenging at some points. Our designs need to be pleasing and attractive, this will make sure we stand out against competitors and be unique. We can do this by creating a rich storyline, interesting collectibles, and cool mechanics. Although our plan is to make a survival cooking game, we need to think of ways to make it interesting and more immersive that the ones currently on the market to draw attention towards us.
Customisation:
In the game, we have an idea of being able to change around armour, weapons, and other details. This is import as the audience would want an opportunity to make their character look how they wish, as well as being able to progress at a steady pace with upgrading the types of items you have. When making the trailer, we also have to consider how to make it appealing and capture the whole premise of the game to make the audience’s interest peak.
Secondary Audience
Analysis:
The secondary audience for our game would be people interested in medieval and fantasy. We decided this as a team due to us all having played games within the genre, we believe there is a broad range of ideas that we could tie to this secondary audience because we also are targeted by this as well. This may not be our targeted audience, but it still aims for a massive fanbase, just in the UK 10.8 million people play fantasy games with an expected growth to 11.56 million in 2027.
Understanding:
Due to this game being our teams first project, the public wouldn’t know anything about us apart from our individual work. They would know our strengths as individual artists, but we would have to show the audience how we work as a team by producing a quality game trailer. The audience would know that our team love this genre from this being our first big project and that would make us on par to the audience in an emotional understanding because we are going through something similar. Due to our team having an extensive knowledge in games from playing them for so long it would give us a different view when we are creating the game to apply aspects that we find fun as a player.
Demographics:
Language
We would target people who speak English but People from different countries could play our game because it would be widely understood.
Gender
Any gender could play our game because our unique art style would be aimed for beauty which any gender could enjoy.
Social Media
Gamers mainly use platforms like Discord, Reddit, Twitch ext. We would advertise our game on social media platforms like these because there are the people we want to target and the people our game would interest the most.
Location
Same as Primary Audience.
Age
We would aim for people aged 16 to 24 because that is the average age of people that enjoy this style of game.
Occupation
Streamers on sites like twitch would play our game the most because that platform has increased in popularity over the years from the amount of different content it has to offer.
Interest:
Medieval, fantasy games typically have big fights with flashy powers and colours, the audience may be expecting this from our combat side of the game to add more customisation to the fighting mechanics. Due to our game having a peaceful cooking aspect it might change the audiences’ views on how medieval, fantasy games play and how the player uses the resources they claim from defeating the creatures they face. We would like to see the player fight when the time is right to save all their belongings but while they are cooking, they would be peaceful and enjoy the luscious scenery and food.
Environment:
We decided to make our game £25, which we feel is a fair price compared to the new AAA games coming out recently. People who decide to give the game a go would be less upset if they didn’t like it due to them not spending £80 on a game they don’t enjoy instead. We would have a page on many different social media platforms, which we would keep up to date and regularly check to fix any issues that the players may find on their journey through our game. When designing the creatures for our game we would have to be careful not to upset any religious people who may take offence to some animals needing to be looted.
Needs:
To make our game stand out to our competitors, we would have to think of an original and unique design and story to our game. We would have to make it engaging by adding difficult fights, gorgeous scenery, peaceful atmosphere and a heavy storyline. Due to our game having a unique art style this would divert public eyes because its new and interesting. Our game being based around cooking has not been done before (to our knowledge), we would be showing the next generation of fantasy, medieval games with our trailer that we are making.
Customisation:
We like to focus on the different customisation that the player could choose by adding many different equipment types like armour, weapons, potions ext. The game would have a main story but the equipment you earn and find along the way would help you in some parts of the game but not so much in other areas, this would make players experiment with different combinations and find their own strategies that they could use through their customised journey. By adding all these different characteristics and customisation it could revolutionise the genre of cooking and fantasy, medieval games which is what we aim for as a team. We would constantly add different bizarre and strange creatures that the players could experiment with to keep the game enjoyable for years to come, we could take inspiration from our social media followers for new creatures to add or to take out the game if they are widely disliked by the player base.
Niche Audience
Analysis:
Our niche audience will be people interested in fantasy cooking meals. This means that they are interested in meals that would occur in a fantasy setting and would be made from fantasy creatures and plants. This audience is quite niche, but I believe that most people would think this is a cool concept to begin with. On TikTok there has been a wave of people making “tavern food” to romanticise their terrible lives, this shows that there is an interest in this type of medieval cosy food because it’s a form of escapism for people. We need to take advantage of this need for comfort and cosiness in our product to draw in this loyal depressed viewer base for more profit margins. I think there is a lot of potential in this niche market and the really dedicated fans can make the recipes from our game into real life which will build a cult like fan base of fans that cook and gamers. The game can almost act like a cookbook for people who want to make the recipes in real life. This will draw a lot of attention to the game, and we can have lots of community events and rewards for in game things. Fans will cook recipes from the game, and we will pick the best ones, and they will get rewards.
Understanding:
Our audience will not have heard of us ever but if we put a trailer for the game, they will be very intrigued and interested in how the game will relate to their interests and if they would enjoy it or not. This means we would have to correctly market our game so that these niche audience will be interested, or we will fail this loyal sector of fans which is a potential market for community and discussion of the game.
Demographics:
Language
English
Gender
Any gender could play our game because our unique art style would be aimed for beauty which any gender could enjoy.
Social Media
Reddit, Twitch and Discord as they are mostly used by video game players
Location
Mainly Europe and Asia as they are the highest percentage of players for cooking games.
Age
We will be targeting adults for our game as they are the largest audience for cooking games
Interest:
This audience would be interested in cooking mechanics and collectable items so we can incorporate a system of foraging for items to make rare and unique recipes. The cooking mechanics can be very interactive and incorporate mini games and moving things around and weighing out items.
Environment:
These fans would definitely have access to the internet as how else would they play these games therefore; they’d be able to hear about game updates and other information. However, on the slight chance that they don’t have access to the internet they might hear this information through friends who might leave information out which could deter you from buying the game. I would make the game £20 to £30 as I think that’s a very affordable price for a game; I Would include Microtransactions however, they would be relatively cheap and would only be for customization for your character. The player might have a fear of something like arachnophobia (fear of spiders) so might not play the game as spiders are most likely going to be included into the game; to deal with this problem there would be a setting which would remove Spiders from the game therefore, allowing the player to enjoy the game.
Needs:
Our audience needs to be attracted to our game compared to the competitors with the same genre. There aren’t many Fantasy Cooking games however, we would want to make ours unique and appealing to the audience which I believe our game is as there aren’t any Medieval survival fantasy cooking games out there. The audience may have buyer's remorse but that can occur whenever you buy something; with the game the reason they might have buyer's remorse is because they aren't enjoying the game and are regretting their decision on buying the game however, they should leave feedback as we will listen to it and try to update the game to make the buyer enjoy the game.
Customisation:
This game will have tons of customization options; you’ll be able to change how your character looks whether it’s the colour of their hair or their skin colour all facial features will be customizable to make your character unique to you. During the game you’ll be able to find armour which you can also customize by changing the colour and pattern on the armour. When creating the trailer, we must make it appealing to the audience but also need to capture all the features of the game, so the audience has a better understanding of how to play the game.
Further Game Research
After doing our audience analysis, we further researched 2 games each to look for mechanics, characteristics, and overall art styles. Doing this will help us with the planning stage and coming up with a solid direction for our game. This follows the Task 1: Research part of the brief, where we were asked to analyse games for that audience.
GJ:
Cooking Mama
I’ll be talking about most of the mainline Cooking Mama games as they each have different aspects that I find interesting and would be inspired by to add into our game.
Examples of Recipes: Cooking Mama 1,2,4
Gameplay:
All of the cooking mama games have the same sort of gameplay, being tasked with cooking various meals by following instructions: flipping food in pans, chopping foods, baking, mixing, and other types of minigames by using your finger or the stylus provided by the console within the time limit provided. These minigames can range from quickly moving your stylus in lines, to rhythm games. There are 3 different medals you can achieve for each minigame which will average out at the end of that recipe to grant the final score. Bronze is acquired if you don’t finish within time, or mess up too much. Silver is usually awarded if you make a couple mistakes. Gold is the best medal you can achieve which is granted if you complete it perfectly. After your score is averaged, the medal will be displayed next to the corresponding recipe on the selection menu. Amount of minigames can range from 1-12. You also have the choice to practice a recipe which lets you practice singular minigames apart of a recipe, this does not affect your final score.
Cooking Mama DS - Combine Mechanic:
This is the first game of the Cooking Mama series and probably the most
nostalgic to me as I have played it time and time again. It’s a simple game,
but very engaging. Because of the screens on the DSi and DS Lite, the art
for this game is pixelated, but that is the charm of this game. This game is
also the only game to offer a “Combine” feature: this allows you to mix 2
different recipes from the ones provided to create something new. This was
also the beginning of the iconic “Mama” voice, which is recognised by many people, this is important to consider if our game will use any voice acting, we have to make sure it is unique and memorable.
The art style and colours used are bright and attract the eye, many patterns are used too but this is done in balance.
Cooking Mama 2 - Customisation & Interaction:
This game is fairly similar to the first one in the series, however expanded much more. There are now several
cooking modes which I’d like to take inspiration from. Unlike the main “Let’s Cook” mode, Office Create
introduced several characters that you can cook for, however this is much harder. You are not given instructions
in between minigames and you cannot fail any steps. Something similar to this will probably be added into our
game. The character designs for the friends in the game are simple but easy to remember.
Customisation was also introduced in this game. You are able to change Mama’s clothing and accessories,
changing the utensils and kitchen, and also customise the top screen (clock, background, and meter). These
include a variety of different styles, colours, and patterns that can fit the likings of all players depending on what
they want. Although our game isn’t going to be like this and we only discussed adding different armour, it would
be interesting to add the option to change your plates, utensils, and other tools you might use for cooking in
the game.

Cooking Mama 4 - 3D & Texturing:
With the release of the Nintendo 3DS, this Cooking Mama game switched from using
drawings to 3D models in game. Although it doesn’t have the same charm as the previous
games, it was impressive for its time. They still managed to incorporate the bright colours
and captivating gameplay but in a more modern way. The models are fairly simple with the
main focus being the texturing, which will probably be the same for the food in our video
game too. However, instead we would like to make it more stylised.

Genshin Impact
Manual Cooking:
In Genshin Impact, there are two different ways of cooking: Manual and Auto. When you first
acquire a recipe, there is a set number of times that you have to complete the minigame
before you can unlock the Auto Cook for that recipe. The minigame is fairly simple, having
to stop the indicator in the correct position. Depending if you land on the grey, yellow, or
orange section will decide what rank of dish you will get.
- Grey will give you a suspicious dish which grants the lowest possible effect.
- Yellow will give you a regular dish which grants the average effect.
- Orange will give you a delicious dish which grants the maximum possible effect, and
increases proficiency.
The screen for the minigame is easy to understand, and includes simple animations like the ingredients used bouncing up and down in the cooking pot to mimic how food would move in boiling water. There are also faint details in the background which help unite and make the minigame look better, even though it is so simple.

Proficiency:
Depending on the dish’s quality, which ranges from 1 to 5 stars, they have a corresponding amount of proficiency. Proficiency is the number of times it takes of cooking a perfect dish to unlock the Auto Cook variation for a certain dish. I think this is quite good, the player has to put more effort into unlocking an easy method for cooking food to boost stats and heal characters, with foods that have more bonuses requiring more time for this. Even after unlocking the Auto Cook option, manual is still available if the player wants to use it.
Cooking Areas:
There are 3 different types of areas that you can cook in. The first option is using any of the scattered campfires with cooking pots in the wilderness, however during battle the fire from these can be removed so having a Pyro (Fire type) character is needed to activate these. They are also not marked on the map so this is only if you need to cook food during exploration. Secondly, each region has a designated cooking area outside next to the food vendors in the major cities, which are designed to fit the theme of the region. These are the most commonly used by players as they are marked on the map and are close to teleporters making them easy to access. The last method is by using a consumable gadget called the “Adepti Seeker’s Stove”. This is probably the easiest method, however not preferred as it is single use and needs valuable resources to craft. In our game, I think we should consider the different ways and areas to be able to cook at.




Dishes, Ingredients, and Inspiration:
The most interesting part of the food and cooking in Genshin Impact is how the food looks and its inspiration behind it. Because the video games regions are inspired by real life countries or regions, the studio had to research a lot about cultural dishes, and know how to respectfully apply them into their own game with their own twist. Dishes like Haggis (Inspired by the Scottish dish), Baklava (Inspired by the Ottoman cuisine), and Taiyaki (Inspired by the Japanese Dessert), amongst many others are added into the game with intricate art and descriptions. Not only does this help people understand the foods origin, it also helps with player immersion. I want to do this in our game since one of our main focuses is cooking, we have to make this part of the game really shine.
Ingredients and recipes can be obtained in a variety of ways depending on what is required for the dish you are cooking. Some ingredients or recipes are only available in restaurants, grocery stalls, or even from quests. Some ingredients are required to collect from the vast open-world map as they are not sold anywhere for players to buy. Recipes can be quest locked, with some only being available for the short amount of time that the event is happening for.
Buffs and Effects:
Each dish/consumable item has some sort of effect on the character you feed it to which can be sorted into 4 groups. (There is a separate “group” which slows down the Sheer Cold accumulation in the Dragonspine region, when Sheer Cold is filled up the character starts to take damage.)
Offensive: Provides CRIT Rate/DMG boosts, Physical DMG boosts, and Attack boosts.
Defensive: Provides Shield Strength, Defence, Health, and Healing Bonus boosts.
Stamina: Provides Climbing, Gliding, and Sprinting stamina reductions or restoratives.
Elemental: Provides either Elemental Damage boosts or resistance, you cannot have both act simultaneously.
Special Dishes & Character Bonuses:
Each character has their own designated Special Dish that gives a higher bonus or
additional affect, a separate icon (usually to match the aesthetic of the character),
different name, and a different description. There are currently 10 characters with
talents in relation to cooking, mainly being the chance to receive double the
product, or to create a suspicious dish. These usually correspond to the characters
personality and lore.
If we make more than 1 playable character, I think something like this would be
interesting to implement. Just to put some ideas out there, maybe each
character could have their own designated area in cooking “desserts, main, sides,
etc.”, with their own minigames.


Example of Sucrose's Special Dish, Variant of the "Crab, Ham & Veggie Bake": Shows her alchemy background and perfectionist personality.
CS:
No Man's Sky
Overview:
No man’s sky is an action-adventure survival game published by hello games, it was released worldwide in 2016 on consoles such as PlayStation and Xbox but now it is on every device you can think of like pc, Nintendo switch, mac OS ext. In the game you are an astronaut that travels the galaxy to find out more about the fourth race and the true nature behind atlas. It has over 10 million people playing it as of now but is expected to increase massively due to how often hello games brings out new game changing updates.
The game is fully free roam and has 18 quintillion planets that you can travel to and explore!
Mechanics & Interaction:
In the game, you can gather research to learn new blueprints which could be
new buildings/ parts that you can add to your base of operations. There are
also 21 different ship designs that you can trade with different aliens for, the
currency they have in No Man's Sky is units, this is a simple idea but unique
to the game. On every planet there are different flora and landscapes from
dense forest, crystal caves, desert all the way to baron, destroyed and
hellish planets that are filled with dangerous machines called sentinels that
attack you if you harvest anything around them or show aggression.
Throughout the game there is always something to do from fighting space
pirates to taming alien creatures to become your companions in battle.
Every NPC in the game has dialogue and will speak to you but only some
aliens can you benefit from talking to, these aliens offer trading for materials that you may or may not need but also sometimes give you good offers for their spaceship. Something I find really impressive about the game is the multi-tool the player is equipped with, there are many upgrades you can buy that turn it into a gun, mining tool, shield but my favourite attachment is the terrain manipulator which can destroy and create any terrain on any planet which I think is really impressive, it is so endless that if you had a substantial amount of time you could mine the whole planet (but that won’t be possible because the sizes of the planets in No Man’s Sky are life size and can range from the size of our moon to the size of Jupiter.)

Flora & Fauna:
I have played this game for many years, and some of my ideas have been based on some of the interesting designs that have been used in No Man's Sky, A main thing I love in this game is the extensive range of different flora that they have made, I would like to use some of their designs to influence my concept ideas. For example, there is a poison plant called the tentacle plant which is inspired by a Venus fly trap and poisons players that go near it. In the concept designs stage of our game, I would like to create different flora that is inspired by how hello games have made their nature in No Man’s ky.
I also like the idea of harmless creatures but when attacked get very difficult to beat, In the next stage of our design process pipeline I would like to explore creatures and their personalities to create more of a variety in our game.
Subnautica
Overview:
Subnautica is an action-adventure survival game developed by unknown world entertainment, you play as Ryley Robinson who is a lone survivor or a spaceship crash. While stranded on the planet you figure out why your ship crash landed but you find out that it wasn’t an accident and that an alien species made a weapon to stop space ships landing on the planet because a disease was found there that is deadly to the whole universe.
Environment:
The game is completely underwater apart from 2 islands that hold some alien tech
and trees, The ocean is full of different kind of fish and creatures. The world is
completely free roam and down to the player to be safe, there are zones
throughout the game that each have a different theme, these are blood kelp zone,
bulb zone, crag field, crash zone, crater edge, dunes, grand reef, grassy plateaus,
kelp forest, mountains, mushroom forest, safe shallows, sea treaders path, sparse
reef and underwater islands. There are also cave variants for all these biomes
except one, that one is the crater edge which is the deepest biome being 8000m
in depth but only home to one creature the Ghost leviathan, this creature is deadly
and uncontrollable and is 105m in length, if you come in contact with this creature, you will most likely die due to how strong and how much health it has.

Creatures:
The Ghost leviathan is only the beginning of the number of horrifying creatures in Subnautica there are others like the reaper leviathan that has terrified many game content creators by how menacing it looks and how loud its roars are.
The biggest leviathan in the game is the sea emperor leviathan which is unlike other ones because at random points during the game it telepathically speaks to the player and asks for help, this creature has intelligence and knows about the deadly virus, her goal is to find the cure and save the planet and the rest of the universe, at the end of the game you find the cure and the sea emperor has 5 babies that swim off into the world to start off their lives. I find this idea really cool, having a huge, overwhelming monster be friendly and wanting to help others but be intimidating at first, a idea that comes to mind from this is to make a terrifying creature for the player to meet early on in the game and it offer assistance to guide the player whenever they feel lost or stuck in the game.
Flora:
There are many different floras in this game as well due to it being underwater, my favourite being the ‘trees’ in the mushroom forest I love how they are designed because it gives a really good interpretation of what alien plant life looks in a human brain.
I would like to use the creature designs of this game to inspire our concepts for our game to give a sense of fantasy but realism, in this project I want to experiment with texturing to make my models of creatures and flora stand out more and add more realism to them.
SC:
Fallout 4
Now that our group had decided on a theme for our game, I decided to do more research onto games similar to the theme; I started off researching Fallout 4.
Overview:
Fallout 4 was released on November 10th 2015 on Xbox, PlayStation and PC, becoming the fourth instalment of the Fallout series. Fallout 4 is a single-player post-apocalyptic survival RPG game following the story of the sole survivor of Vault 111 trying to survive the aftermath of America getting nuked 210 years before.
The game begins on October 23rd 2077 (the day of the great war) when a TV broadcast announces America is being nuked and that the citizens need to evacuate to the underground vaults where they’ll be placed into cryogenic chambers. The Sole survivor wakes up to discover his wife being killed and his child being stolen, he also discovers that everyone else in vault 111 is dead hence the name the sole survivor. He makes his was outside to discover that the place has been completely ruined; he finds his house and his butler Codsworth who informs him that 210 years have passed. It is then up to the player to survive in this new apocalyptic environment and to progress through the story by learning new things like crafting and base fortification.
UI and Mechanics:
In fallout 4 I really like the design of the UI which I think really suits the game and is simple but effective however, I don’t think it would suit a medieval/fantasy game as in my opinion it looks to futuristic. I also like the idea of being able to craft different weapons and things to fortify your base; just like most game with a crafting system you can craft better items with rarer materials however, to be able to craft somethings you have to learn the recipes which can be done by finding recipe books around the map. I also really like the style of the game which is realism and I think the develops pulled off it fantastically making the game look really realistic, this was done by adding a lot of detail to everything including the smaller items.
Taking Inspiration:
If I was to incorporate some of Fallout 4’s features I would want to use the same style for my game as I really like how it looks and also makes the game look more professional and not childish. I would also like to use a similar crafting mechanic where you need better materials to craft rarer materials but also you have to learn these recipes; this could be done by having the player find scrolls that contain the recipe as scrolls where commonly used during the Middle Ages.



Cooking Fever
I wanted to research another game this time to do with the other theme that we are going to include in our game – Cooking. I decide to research a mobile game called Cooking Fever.
Overview:
Cooking fever released for IOS on September 27th 2014, and is a cooking simulator game where the player must cook food as quickly as possible to fulfil incoming customers’ orders. In the game there are over 100 different ingredients and over 20 different restaurants for you to cook in with each restaurant having unique meals. The user can complete tasks and challenges earning different rewards like gems and coins; with these rewards you can buy decorations for your restaurant, upgrades to your gear and new meals. Some of the restaurants included in Cooking Fever are the Barcelona Sports bar (heavily themed around Spanish side FC Barcelona), TGI Fridays, The Medieval Fair (which could fit our game) and many more.
Art Style:
With Cooking Fever, I don’t like the style of the game as its aimed towards a younger
demographic therefore, the style is more childish and cartoony whereas I want a more realistic
and older style. I quite like the idea of cooking simulator and there are a few aspects that we
could take from it to use in our game such as that you must pay to get new foods. I also like the
amount there is to do on this game enabling you to have endless hours of fun as you’ll want to
unlock all the restaurants and cook all the meals.

Taking Inspiration:
Aspects of Cooking fever I’d want to incorporate into our game would be the ability to buy different foods to cook different meals as I think that’s an interesting idea for a game. I’d also take the complete cooking aspect of the game as our game is a cooking survival game; however, in our game the food would be cooked with equipment fitted better to the Middle Ages instead of modern-day equipment. I wouldn’t want to use the style of cooking fever as mentioned before because it’s simple and childish which isn’t the style I’m looking to use.
LS:
Blade and Sorcery
Overview:
Blade and Sorcery is a virtual reality combat simulator which lets you fight NPCs with any weapon of your choice and or magic. I used to play this game a lot due to how unique and gory it was compared to other games, and it sounds messed up but killing people in the game is very fun and almost therapeutic.
Graphics:
The game goes for a realistic art style which only really looks good when you
play on pc and when you play on meta quest it looks slightly bad. It's still a
miracle that they managed to port it over but it's not the best graphically. The
games appeal is that it looks realistic and has realistic violence but if the game
doesn’t run well, I’m not a fan of realistic graphics as it looks tacky and dumb.
Obviously, the lower resolution graphics are not the intended way to
experience the game but it's just a downside to the graphics. I think having a
slightly more stylised approach to a game can fool proof it from bad looking
ports which is something we should consider for this project. Having a realistic
style can make it so your game is inaccessible to players with worse hardware
which is a big issue. When this game runs properly and is at its full graphical
capability I think it is a very good-looking game with almost photo realistic graphics and scenery. Then again though I’m not the biggest fan of hyper realistic graphics and the character designs are very out of place compared to the environment which makes it look strange and uncanny. Graphics were most likely not a priority whilst developing and a focus was leant more onto gameplay and the physics engine. The physics are quite stupid at points but it's almost comical, I think they were trying to go for a parodical game but it's quite hard to tell unless you have played it so I think this is quite bad execution and they could have marked it differently. The game is marketed as being a realistic and a violence simulator but when you play the game the characters are very silly and unrealistic.

UI:
The UI is at points very difficult to navigate and on first time playing the game is very confusing and you don’t really understand how to play. This is NOT intentional and is simply horrible game design which really sucks. To get to different places on the map it took me so long to understand how to leave the lobby area because everything is so unclear and ridiculous. This really sucks because the actual gameplay is some of the most fun I have ever had playing a video game. The game also doesn’t have much content, but I believe they are updating it and adding more things which is great, but the game was released in such a bland and empty state so there aren’t many things that you can really do. I want to take away the fun and silly moments from this game and put it into our project because they add charm to the game and character. I don’t think I want to take anything else because this game is not the best.
Pokémon: Scarlet and Violet
Art Style:
This is another example of a decent game that gets destroyed by
hardware limitations. The development cycle of Pokémon Scarlet and
Violet is sad because behind all the bugs and performance issues is a
great a soulful game. This game is regarded is the worst set of Pokémon
games, but I heavily disagree. If you ignore all the bugs and look at the
game for what it is the story and characters are a major improvement to
other Pokémon games. The graphical style is very visually pleasing and
merges an anime style with a slightly more realistic style which I think
looks cool and works for the Pokémon series because it always had an
anime art style, so this is a very natural evolution. The game is also very
colourful and vibrant to compliment the bright and sunny region it takes
place in. I want our project to look this bright and vibrant or at least take elements from the contrast and colour palette used by the designers.

UI:
The UI is very visually pleasing and clean and its one of the best designed ones I have seen. Navigability wise, it is decent I found myself getting lost on a few occasions but that might just be me being stupid and messing up on the controls.
Taking Inspiration:
The game didn’t have long enough time to get finished properly due to tight time schedule and executives trying to push out a Pokémon game every year despite them being in a buggy state and borderline unfinished. I think us as a group should learn from this and try to manage our time creating this project and not waste any time by getting too ambitious. We need a solid and followable plan to execute for this project as if we have plans too large everything will end up crumbling in our faces and we will be very upset. We need a solid and strong story board and list of assets to create so that the project doesn’t get too out of hand or unorganized.
Artist Analysis
We each researched an artist/studio, figured out how their art is created and talked about the visual elements and principles to be influenced for our project. This follows Task 1: Research on the brief where we are asked to find inspiration and analyse their work.
GJ:
Fortiche
As a team, we decided we want the texturing of our game to be heavily inspired by the art style used in arcane, produced by the studio Fortiche.
Combining 3D & 2D art:
Throughout the series, the studio manages to seamlessly combine 3D and 2D elements. The characters and their props are 3D modelled, and all their backgrounds, particles, and visual effects are hand painted. They manage to use both with the use of hand-painted styles of texturing for the characters. The style of this show is absolutely stunning, with rough, square-like strokes visible everywhere which give it a handmade feel.
Character Design:
Although the show is based off of the story in the game League of Legends, the designs were changed and a lot of people are extremely glad they did. In the video game, they’re very exaggerated and don’t seem like real people at all; In Arcane they managed to give each character a detailed and unique face, diverse voices, and intricate designs that match their lore and personalities. Everything in the show is stylised.
In particular, I really like the texturing and colouring of the characters and their items. Because they had to
combine the aspect of 3D with the 2D backgrounds, texturing it properly was important to make sure they
blended together. The models are still stylised in a way, but the thing that really makes them pop is the
colouring. It is something that hasn’t been seen before, and because of this attracted a lot of new fans. The
highlights and shadows contrast each other a lot, but it is done in a way that is appealing to the eye, showing
each dip and crevice of their faces bring more life to them.
Textures:
Being restricted with such a specific art style, a thing I find interesting is their way of drawing reflections and
shadows. Usually in 3D modelling, artists rely on the lighting in a scene to create shadows on the model they
have created. Instead of doing this, Fortiche put maximum effort into making sure the characters and other
models worked together with the backgrounds making things like golden reflections in Mel’s design drawn
on, and taking into account how it would look at different angles. The clothing and other materials are also
done well, you can clearly tell what the material is meant to be.

Environment:
Every single scene in Arcane is thought out thoroughly, with details from the
story to the textures and lighting. From the beginning of the series, you can
clearly tell the difference from the rich and poor regions. This was shown by
lighting, colours, tone, and how much space there is. Something in particular I
want to talk about is a scene where Jinx is bombing the rich area, Piltover.
The area is mainly white, gold, and brown which gives a very sleek look. This is
immediately contrasted by the bright coloured clouds that Jinx’s bombs
produce. When thinking about scenes, we have to consider composition as this
is one of the most important things in art, to make sure everything unites and
works together to produce the best result possible.

CS:
Michael Meador
I chose to research Michael because his work is exactly what I want to in the future, he mainly does realism medieval/ sci-fi environments but his focus to detail is unlike anything I have seen before.
Lighting & Water:
The way he has used lighting in this scene is flawless, from the shadows behind the buildings to the sunrays shooting through the trees it all created an inviting autumn atmosphere that really inspires me to learn more about how to use lighting to create different types of atmospheres. Every model is detailed to add to the realistic style of his work from a small bucket to the old texturing on the houses really draws me in as his primary audience for his work.
He has used lighting to emphasise the centre of the village by making it the brightest part of the scene and by shadowing the outskirts of the environment would make the viewers' attention go to the centre of the scene anyway because that is where the most detail is in this frame. He has also used the light rays of the sun to direct the viewers’ attention towards the left side of the scene, he has done this because the scene after is a close up shot of this house and the detail he has put into it to show the depth of the house and the scenery around it.
Something I really like in this scene is how he has made the water physics, it looks very realistic and hits the rocks in the lake in a way that is almost lifelike, I have been doing experiments on water physics to possibly use in our game designing process but it is not on this level yet. I would like to practise this skill in my spare time because I feel once learned, it would be very useful and effective to use for different art style concepts that we make as a team.
Composition:
I really like his use of depth in his sci-fi environment and how he has used perspective to create the illusion of the background buildings being much bigger than they actually are. I haven’t explored this technique much before and I feel it could help more than I anticipate, by using a perspective camera I wouldn’t have to make larger buildings which would decrease the polycount, I could focus on detail on smaller objects because with this technique it would make it look more impressive and larger.
All the work he has created has a common them of being cramped but that is not a bad thing, there are so many different models and different textures everywhere you look, that it makes people want to look around and explore his scenes more due to immense detail.
His environment of an old wooden room and a medieval village really inspires me to become a better 3d modeller, I would like to take inspiration from his work and use it to create our game design. I like his use of using sun rays to direct the viewers towards a certain part of the scene without it being obvious.




SC:
Pei Gong
I decided to do research on an artist whose work was similar to our game; I decided to choose Pei Gong who is a Chinese Artist who creates art pieces that look like they belong in a Medieval/fantasy game.
Composition:
What I like about Gongs work is the high attention to detail he applies which
makes his work look very realistic and almost lifelike. I also like the contrast he
creates between the colours he uses; for example, in one of pieces I have used
the blood red boldly stands out on the rocks which Gong has painted in a lighter
tone. He conforms to the rule of thirds which is where the artist places the most
important part of the piece into a certain area as that’s where you’ll tend to look
first; Gong does this so when you view his piece the first thing, you’ll most likely
see is the main focus of that piece and not look at unnecessary background
pieces. In one of his pieces the background contains a lot of detail and could
potentially affect the viewers idea of the piece as the background isn’t very
simple unlike some of his other designs; having a very detailed background isn’t
a bad problem as when done properly can look very well and in this case it does
however, sometimes a simpler background is better. He creates depth with his pieces which helps
build on the idea that his pieces look lifelike; he creates this depth by adding detail into the fore, mid
and background all on top of each other which builds this depth. I don’t think there’ anything wrong
with Pei Gong’s work apart from maybe the very detailed background but that still Gong manages to
make that detailed background work and also creates depth.
Influence:
Pei Gongs work might have an influence as his work looks like it belongs in a medieval/fantasy game. I
would try to apply lots of detail into my work similar to how Gong’s done as it looks very realistic which
is the style we are most likely going for in our game. If I was to make an art piece, I’d want to include a
background however, would make a more simplified background compared to some of Gongs as I think
sometimes a simpler background look less messy.


LS:
Ray Bruwelheide
Art Style:
I found Ray Bruwelheide on artstation when his concepts for the game slime rancher
two had caught my eye his works are so expressive and an explosion of colours which
really captivates your attention. His work on slime rancher two is so perfect for the
game and he must have been a very big influence in the vision and creation of the
game. His artwork for the game feels so refreshing and peaceful, it's almost like you
can imagine what breathing the air in the environment is like. This is not an easy feat
and shows how good his artistry and talent of catching the atmosphere in a piece is
and that is something I want to replicate here. He uses a very painterly yet graphical
style in his works which works really well. If I had to guess I think he draws on procreate
on the iPad as I recognise the brush work and the general vibe. He uses very saturated
and bright colours which gives his pieces a very whimsical and happy feeling, colour
scheme aside the way he draws nature is really stylised, yet it feels so organic and alive.
His best work is when he is designing things like rocks and coral etc as it looks really
special and unique. His work also really has a cute quality to it which compliments the
colour palette perfectly and makes it feel so alive.
He doesn’t often use any linework in his works opting for a cleaner more painterly style,
this is also the style of the game, so it works very nicely. Even with the game aside it’s a
very minimalist and visually appealing art style yet if you look closely there is lots of
details. At first glance his work looks easy to replicate but he is a master of perspective and shading to the point where some drawings look like a stylised 3d model. I don’t think I have to explain why that’s impressive it writes itself, but his artwork just really makes me feel happy and carefree. His works almost look like a depiction of heaven.


Animations:
He had released a post with a few short animations with a stylised Claymation look which look incredible. My favourite one was his depiction of a fight in earthbound but in a Claymation style which looks seriously impressive and cool. It is a creative reimagining from the pixel style it originated as but it is so genius. He again uses really bright colours with expressive and emotional character movements. He also animated a Gengar from Pokémon in the Claymation style with a really fun animation. I really like this one also because of the expressiveness and slightly desaturated colour palette which makes it look more like it was made from clay. A Claymation style is something I think we should experiment with as it would look really unique compared to what everyone else is doing.
