Imagined Worlds Project: Sound design

In today’s lesson, we covered the sound design and planning for our imagined worlds project. Tony first talked about the difference between diegetic and non-diegetic sounds in media.

Diegetic sounds: The easiest way to describe this is sounds that would be present at the time of recording something, for example voices or footsteps.

Non-Diegetic sounds: Any sounds added into something that wouldn’t be present at the time of recording, for example background music.

He said that we need to be able to tick both boxes, and that it is very important that we chose our non-diegetic music well, because musical scores can greatly change the mood of a shot.

Tony then set us off on the task of designing an environment based on a specific song, so that we would learn how to make an environment based on the mood and feel of a song. He chose Carouselambra by Led Zeppelin.

This song reminded me of American diners and the kind of upbeat mood that you usually find within them. I have an idea of how I want to express this, so I’m going to sketch out a rough version of what I am thinking soon.


Storyboarding: Week 4 – Game storyboarding continued

I spent some time today making an effort to complete the storyboard that I started on Monday. It took a few hours but I really had fun making it!

Mail delivery storyboard.png

I took the time to remember how I used to play the minigame, and thought about some fun perspectives for the images for each panel. The sketches themselves may not look like the best quality, but I decide to just go with my messy emotive cartoon style for this one. I don’t have much else to say for this post because it’s really just a continuation of Monday’s post!

Storyboarding: Week 4 – Game storyboarding

Today we learned about game storyboarding. Game storyboards are hard to compare to film storyboards, because it’s much harder to plan for a game in that so many variables that can change, for example camera angles and player interaction. Film storyboards are set pieces, camera angles and perspectives are stuck to and set, but in games, sometimes the character can move around in cutscenes, and this makes it harder to plan out the interaction between characters and how this is framed, given that often in games the player moves away from talking NPCs. Another contrast between the two is that it gets to a point with game storyboarding where the storyboards are so hard to plan that any art made for it becomes concept art because the interaction is unpredictable.

Tony set us off on the task of making a storyboard for a level from a game, and to storyboard the main parts of that level. My mind immediately went to the mail delivery mini game from Kingdom Hearts 2. We were told to then plan out the main story elements and parts of that level, so my planning for that is below.

General rules – Get munny for beach adventure. Skateboard and deliver letters to get payed. Deliver speedily to get more munny

Characters – Roxas, Hayner, Pence, Olette, seagulls, male npc, female npc

Environment – Twilight town, a small village bathed in early sunset. Tall, closely packed houses, with narrow alleys.

Goals – Get munny to go to the beach

How the level progresses – Roxas notices a “help needed” board and decides to be a delivery boy. He then skateboards through the the town and delivers the mail to earn munny and go to the beach.

So far, I have only made a few main panels for the storyboard that I’m making for this mini game…

Skateboard storyboard.png

Currently it doesn’t look great, however hopefully later this week I will either make another post or put an update on this post with the completed storyboard.

Update: I have finally finished the storyboard, check this post here


Storyboarding: Week 2 – Perspective techniques

Today we learned more about storyboarding. Tony taught us the time saving technique of using 3D models to work out the perspective. Tony gave us another excerpt from some literature, and told that we needed to make an image for the first line of the text. We then downloaded some 3D models from Sketchup’s website and imported them into Sketchup, then moved them around to wherever we wanted, so that we could cheat at making shots. He also briefly covered the rule of thirds. Based on this, I made this shot.


I then took this into Photoshop and used it as reference to create my own art based on my interpretation of the text. I sketched and shaded the house, then used the woman as a placemarker for a bag of garlic. I shaded everything, then added a messy border for the aesthetic.

Storyboard onions.png

Overall, I am very happy with how this turned out! Considering that half of the things in this image weren’t even there to begin with, I feel it has turned out great!

Fantasy character: Mercy updated

Back in March, I designed a character named Mercy. At the time I loved her design, but I wasn’t confidant enough to post anything for her on my blog. Recently however, I decided to give her a redesign, because I need to evolve my art and make more unique stuff for my portfolio, and I felt like my old art for her just didn’t do her justice. So, meet Mercy.

Chill Mercy new transp.png

Mercy is a performing sorceress / fire eater who got scorched by her own flames during a performance, hence the burn marks on her body. Her anatomy needed fixing because on the old art it just looked proportionally wrong, however I feel like it looks much better here. I changed a tonne of things for her outfit and appearance, because her old design was heavily influenced by her entertainer background as a performing dancer, however I decided that she needed to look more like the sorceress she is, so I gave her robes with warm tones inspired by flames, and shorts and gloves with coal grey tones. I wanted to give her plenty of jewellery because I felt like it tied into the chaotic sorceress look. I stuck with my scribbly messy lines because this is a style I like a lot, and I used a similar background technique to Yumea’s redesign because I really like that Breath of the Wild concept look, except this time I tried to make Mercy’s background look like flames to add more of her personality. The burn marks are now vastly improved too, because I had accessibility to custom brushed, so I used this brush with a darker tone than her skin to make her burns look more like burns and less like purple blobs.

Overall, I am very happy with this character redesign. I am glad that I held off posting about this character previously because the old art was abysmal compared to this, however a part of me wished I had so that her evolution could have been seen the whole way. Never the less, she is on my blog now so she finally made it! Her design has come a super long way and I’m genuinely proud of how far my art has come in just half a year!

Storyboarding: Week 1 – Theory

In today’s lesson, we learned about more about storyboarding, specifically some techniques to make storyboards that look more appealing and creative.

We learned that storyboarding is about presenting the needed shots for something in a way that is simple and easy to understand, and we looked at some varied storyboards to look at how different artists present them. We learned that even though storyboards don’t have to have the best art or look great, a storyboard that is presented uniquely or has quirky direction and styling can look amazing in a portfolio, and that another interesting way of presenting a storyboard can be through an animatic (sound is optional for those) because this shows how the scenes will flow and gives an idea of how it will look, because storyboards are easier to change than filmed footage or badly timed animation. Another important thing about storyboards is that it is easier to make a storyboard with light sketching that is messy than making a neat heavily lined storyboard, because it is easier to change light sketching than heavy line art.


We also learned about established shots. An established shot is part of a storyboard that shows a far away perspective to show the area that something is happening, then a close up shot of the important part that shows the closer details for that shot. This is an effective strategy for storyboarding because it makes the location and setting known to the audience, and so when the camera changes to the main focused part of the shot, it shows a more detailed part of the shot that was already established to the audience.


We then were set off on a task to make our own original storyboard for a piece of narrative from A Scanner Darkly by Phillip K. Dick. This is a task I haven’t  started yet, however later on this week I will get started on that, and either show that in a new post or an update!

Fantasy character: Yumea Lorithia updated

Many months ago, I created a character named Yumea Lorithia, and made a post about her here on my blog about my development process for making her. Recently however, I decided to go back and redesign her again, because my art style has changed significantly and I had ideas about things I wanted to change.

Yumea season 2.png

As you can see, my art style has impacted her greatly, however I have changed a lot about her armour, weapons and general design overall. I kept the scarf because it fits her character, however the armour and the sword got a redesign because in my previous art for her they looked bland, and this armour fits her aesthetic more. I wanted the sword to look special because generic weapons look boring, so since her character is based around nature I decided to make her sword look more flowery, and to fit this aesthetic I decided to give her a flower crown, because it makes her look unique. I have also taken to using a specific brush to make a painty background, inspired by the Breath of the Wild concept art, because I think it compliments my new messy art style.

Overall, I am super happy with this new design for her. I rarely have much to show for original character design, so even though the character isn’t new, the new art style was something I really wanted to show off, because I am finally happy with how my art looks as a whole, however the armour, weapon, and overall design change of the character is also something that I am super proud of, because considering that there is only half a year between these drawings, I feel like her design has come a long way.

I have other characters that I have designed but not made posts on, so in the upcoming weeks I may post some redesigns of those too, because the original art of those characters wasn’t too amazing, however I feel like I’m starting to find my feet again with digital art and I have found that I’m spending more of my free time making and redesigning characters, so this feels like a good opportunity to show off that improvement.