Cover: Add contrast to your Logo and Illustration to create focus (Color, Texture, Value, etc). Currently the Grey pebbles and metal rivets have the highest contrast and are getting more attention. Reference medieval heraldry/family crests for design queues for the center illustration (could be used for banners in game build, too)
Font choices should be consistent through out and support the overall story/feel. Have more fun with it and get rid of the Arial
Narrow down your visual targets to 2. Label what the viewer should be taking away from each
Summary: EDIT: Late Knight Party, is a game where you play an Oceanic Themed Knight defending a tiny kitsch castle from a rival clan of knights inside of a fish tank. It is your King’s birthday and he does not want his party ruined by party-crashers.
“Get down there and kick out the intruders!”
Mood Painting: Space is empty. More props and Castle Motif to explain what this space is used for…. Is this the entrance?
Main Character: Helmet and Shoulder details need to be exaggerated so they read in game and effect the silhouette more. Example: Helmet detail is fun, but too small to understand in game. Provide scale silhouettes…. How big is your character next to a fish, aquarium gravel… things your reader knows and can evaluate it against. Once you have established player scale, you can use the player silhouette to establish scale for the rest of your world.
Mod Kit: This has Mod Kit, Bash Kit, and Decals on it. Relabel to reflect this.
Props: What are plastic kitsch aquarium models and what is real world based? Is this a saltwater or freshwater aquarium? Knowing this will help in building a world and getting your Gags across
Enemy Weapons: Missed opportunity for gags… could they be using a shrimp fork like a trident? Or a sawfish bill. I would love to see the jokes played up here.
Weapons & Shields: The rapier and shields are fun… bring that whimsy into the dagger and big chopping sword (see above statement)
Mood Painting: more successful than first mood painting compositionally. Story it is telling is foreboding and suspenseful. Not sure if that is the intention. I don’t understand the purpose of the space. Feels like I am entering a dark dungeon?
Shipwreck Set Dressing: Is this a ceramic aquarium decoration? Material call outs or photo of actual aquarium decoration would help support and clarify
Map: Fun layout and design. Would benefit from more contrast. Needs scale ref. What is player scale? How big is the space in UU and meters or centimeters?
Environmental Central Asset: Label your drawings. Looks like 2 iterations of the front view (at this point, you should have committed to a design) and a back view. Commit to a design and cleanup drawing to a final state
Props: These are fun. I think there is a better lighting solution than candles unless these are also kitsch aquarium models with an led or glow in the dark paint making them light up.
Murphy: Has me worried about the student's capability to produce the project and their ability to "find" their final design direction by the deadlines. Improve the readability of the character designs. Tighten up the hallway spaces. Improve enemy fights
Phillippi:
Murphy: Has me worried about the student's capability to produce the project and their ability to "find" their final design direction by the deadlines. Improve the readability of the character designs. Tighten up the hallway spaces. Improve enemy fights