DESIGN PRINCIPLES TASK 3 DEVELOPMENT & DESIGN

03/03/2025-17/03/2025 Week 5-Week 7

Christopher Jayson Tan / 0378500

Design Principles / Bachelor of Design (Hons) in Creative Media / Taylor's University

Task 3 : Development & Design


TABLE OF CONTENTS

1. MIB

2. TASK

3. FEEDBACK


MIB




TASK


CHOSEN SKETCH


On task 2 we were assigned to come up with 3 sketches based on the artwork we chose; the sketch below (Fig. 2.1) is the one that was chosen to be further developed.



Figure 2.1 Sketch




REFERENCES



Figure 2.2 References




DIGITALIZATION

For the first step of the digitalization process, I sketch out the dragon and human first to see if it looks proper.



Figure 2.3 Digital sketch



Dragon


Next, I moved on to making the outlines, I chose the dragon first because it is the main subject in my artwork. 



Figure 2.4 Dragon outline




After that, I placed the base color for the teeth and the dragon skin. I put the overlay blending option on the outline layer as well so that the lines don't look out of place and after that i shade it.


Figure 2.5 Coloring and shading the dragon



Next, I gave it some textures using a clay shaped brush and eye catching highlights on the dragon as well as placing some more dark color to its head.



Figure 2.6 Texturing and highlighting the dragon using clay brush



Finally i add the eyes, i use a yellow color and gave it some glow using gaussian blur.



Figure 2.7 Making the eyes


Human


I started by outlining the character and giving it more details in the process.



 Figure 2.8 Character outline




I gave some base colors as the next step.


Figure 2.9 Coloring the character



To refine it even further, I gave it some shading and colored the armor properly so that it looks like metal/iron. I used the colors black, white, and a bunch of grays, smudged them to make the metal color.



Figure 2.10 Shading and coloring metal




Figure 2.11 Metal color breakdown



For the final step, I gave it some textures to make him look dirty and worn. I used the same clay brush I used for the dragon's texture.



Figure 2.12 Texturing the character






Background

I chose a brown-yellowish background to try and replicate the setting from the game and then gave it some clouds using the cloud brush.




Figure 2.13 Background color and clouds






Figure 2.14 Cloud brush





I made the pillar after that and to do that, I first need to turn on the dragon layers so that I could place and outline the pillar properly.



Figure 2.15 Pillar outline





Next, I gave the pillars some base colors, gave it some bumps on the windows.




Figure 2.16  Coloring and adding details to the pillar





As a finishing touch, I gave the pillars some shading using a clay brush so that it has some texture.






Figure 2.17 Texturing and shading the pillar



To make everything look more cohesive, I added some fog on the background and the human using the smoke brush.




Figure 2.18 Adding fog




Figure 2.19 Smoke brush




FIRST DEVELOPMENT OUTCOME




Figure 2.20 First development outcome




After receiving feedback from the lecturer, I realised that I needed to put more focus on the dragon and to achieve that look, he suggested to use blur on the background elements to create more emphasis on the dragon.




Figure 2.21 Blurring background elements






SECOND DEVELOPMENT OUTCOME



Figure 2.22 Second development outcome


RATIONALE 


Decisions I made in my design

I tried to go with dark colors to create a menacing and tense environment, the only somewhat bright looking color is the red cape and the clothing worn by the human. I placed the dragon as the biggest element in the artwork to emphasize the difference of strength between the two subjects. The only structure present in the design is the singular pillar that is supposed to stand tall above the human and the dragon, the reasoning for this is because I wanted to make the design lore accurate to the game which is Elden Ring.





Meaning/Purpose Of The Design

In the design, the human who is shooting the dragon, is the character that you play as inside the game Elden Ring, I tried to make everything game accurate from the enemy design, to the armor worn by the character, even the structure in the background, though it is not a 1:1 replica because the games world is way to detailed to be replicated in such a short period of time.




Design Principles in my design

The main design principle that is present here is emphasis. The emphasis on the biggest object in the design which is the dragon and I placed it centre also so that it is first thing that you see inside the design. The other design principle that is present is Asymmetrical balance through the distribution of the elements inside the design.



FEEDBACK 


Week 6 : 
The dragon should be the focus and because of that, the background needs to be blurred.








Comments

Popular Posts