Big Fish To Fry
Heya!
Notes from meeting with Tim and Oana (Course Supervisors)
This is the feedback I received from a meeting with Tim and Oana about Fathomless. Tim suggested adjusting the torso size and fish tail integration, while Oana emphasized the need for better fin placement and suggested more sunken eyes for aesthetic reasons. I agreed to iterate on these changes, including adding gills and making the mermaid appear sickly. They also discussed the importance of basing the character Mere on a real person to avoid cultural backlash and creating a style guide for consistency. I was advised to find new style references beyond Disco Elysium to avoid being too similar.
Action Items
- - Iterate on the mermaid design, focusing on the torso size, fish tail, and placement/integration of the fins.
- - Explore more iterations on the kelp/coral hair and make the eyes more sunken in to give the mermaid a more sickly, emaciated appearance.
- - Ensure the gills are properly drawn on the mermaid's torso to make it look more fish-like.
- - Instruct Erin to complete a fully rendered character portrait and expression sheet for the first player character, Ian, to establish a baseline for the other characters.
- - Instruct Yumi to complete a fully rendered landscape to establish a style for the other background and landscape art.
- - Find additional style references beyond Disco Elysium to avoid the project looking like "Disco Elysium fan art".
Detailed Outline
Feedback on Mermaid Art Proportions and Iterations
- Tim suggested that the proportions of the mermaid art were a bit off, particularly the torso size.
- Oana agreed and mentioned the need to explore different iterations of the fish tail's end.
- I acknowledged the lack of flow between the fish tail and the humanoid torso and suggested adjusting fin placement to improve form.
- Oana noted that the mud skipper fins were awkwardly placed, creating a tangent in the pose.
- I plan to iterate on fin placement and consider a more jagged approach to exaggerate the horror aspects of the creature's appearance.
Adjustments to Mermaid's Features and Style
- I discussed the need to make the mermaid look more sickly and emaciated, as she is an adolescent mermaid in an inciting incident.
- Oana suggested making the eyes more sunken in, which I initially disagreed with but later saw the validity in it for form over function.
- I plan to iterate on the face designs and add gills to the torso to make the mermaid look more fish-like.
- The discussion included the importance of the mermaid's appearance reflecting her unhealthy state.
Character Design and Cultural Sensitivity
- I emphasized the importance of basing the character Mere on an actual person rather than a generic indigenous individual to avoid backlash.
- Oana and Tim advised creating a style Bible or style guide to ensure consistency across all characters.
- I was advised to have Yumi and Erin complete full character portraits and expression sheets as a baseline for other characters.
- The conversation highlighted the need for a diverse range of style references to avoid creating fan art of another game, specifically Disco Elysium.
Next Steps and Action Items
- I was tasked with finding additional style references to avoid creating Disco Elysium fan art.
- The team agreed to update each other on their progress and iterations.
- I noted the importance of balancing form and function in the mermaid's design.
- The meeting concluded with clear action items for each team member to address the feedback and improve the project's art and design.
- - Had a meeting with Mark, Fathomless' project supervisor, and Evan, my co-producer and co-director, about this very same feedback,
- - Had a meeting with the Art department (myself, Erin and Yumi) directing them on the above action items for them as well as tabling the design of Mere for right now,
- - Had a meeting with Mark and Evan again, this time about a UI brief to put forward to his second year UI design students for their project course,
- - Promptly good very sick after this and was out of commission for about a week with a diabolical case of the flu,
- -Then, finally getting back into the groove of things after clawing my way to a non-snot monster state, had a meeting with Evan about what sort of UI screens would be necessary for our pitch to CODE at the end of the year....
Creative Project Status Update With Mark and Evan
Evan and I discussed the evolution of their narrative, focusing on the character Graham and the game's tutorial. We emphasized the importance of a strong opening to establish the game's tone and mechanics. The team is refining character designs, particularly Mere's and Klara's, to ensure cultural accuracy and emotional impact. They plan to create an art Bible and conduct playtesting. Mark Rickerby suggested improving the quest documents for better production communication. The team also discussed the need for cultural consultation with local Māori communities to ensure authentic representation in their game set in Kaikoura.
Action Items
- Reach out to the local Marae in Kaikoura to consult on the authentic representation of the Maori character.
- Refine the design of the sick mermaid character (Helen) to convey her emaciated and sickly appearance.
- Create an art bible, including a fully rendered character (Ian) and environment (seal location).
- Coordinate with Glenn (narrative department's supervisor for Fathomless) to get guidance on the cultural consultation process.
Detailed Outline
Status Update and Creative Evolution
- Evan mentions the narrative team's workshop and concerns about pacing, tone, and setting.
- The original idea of Graham as a tutorial guide was deemed contrived and unrealistic.
Developing Graham's Role and Character
- Evan explains the workshop's discussions about Graham's role and the need for a personal stake for Ian.
- The idea of Graham's death setting the tone for the game's mechanics and story was introduced.
- Mark Rickerby appreciates the reasoning and suggests testing the assumptions through audience response.
- Evan emphasizes the importance of a strong opening to avoid a slow build-up of horror.
Inspiration from Jaws and Stranger Things
- Mark Rickerby draws parallels between the game's opening and the film Jaws, highlighting its tight story beats.
- Evan compares the game's opening to the pilot episode of Stranger Things, where a character disappears to set up the story.
- Mark Rickerby and I discuss the significance of the creature's status (alive or dead) and its impact on the game's mechanics.
- Evan clarifies the tutorial's structure and the branching paths leading to Graham's death investigation.
Chapter Structure and Story Delivery
- Mark Rickerby and Evan discuss the chapter structure and the importance of consistent story delivery.
- Evan explains the tutorial's purpose in introducing the game's mechanics and setting the tone.
- I emphasized the need for audience retention and consistent storytelling to avoid overwhelming players with text.
- Mark Rickerby suggests exploring different story delivery methods to maintain engagement.
Art and Character Design Feedback
- I provide feedback on character designs, including Klara's appearance and the need for more expressive features.
- Mark Rickerby and I discuss the representation of Māori characters and the importance of cultural accuracy.
- I plan to consult with local marae leaders to ensure accurate representation.
- Mark Rickerby offers to help with cultural consultation and suggests following UC's process for cultural engagement.
Art Bible and Playtesting
- I outlined the next steps for the art team, including creating an art Bible and playtesting with paper prototypes.
- The team will focus on rendering characters and environments to establish a consistent style.
- Evan and I discuss the mermaid design, emphasizing the need for it to look emaciated and sick.
- The conversation concludes with plans to refine the game's story and art elements based on feedback and testing.
Then, I organized a discord call with the AD (Art Department) to discuss everything!
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