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Seek & Speak

A 2D survival game centred around connection where you have to match your symbols with others characters'.
Available at: https://grapeseatpeople.itch.io/squidge-inc-seekspeak

Created using Unity by Squidge Inc for a 3 week game jam themed around mental health.
Role: Lead 2D Artist / Animator. Responsible for certain art assets, clean-up / polish on all art assets, animated art implementation and organising artist workflow.  

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Art Assets

Clean-up / Polish

Process
For the first week of the jam, I concentrated on ideation for the visual style and character design, as well as creating concept art. I worked closely with the designers to create a player character and style suitable for the game's themes. During a group discussion, we settled on a sketchy aesthetic because of how expressive the linework could be. Messier linework could be used to visually represent the emotional turmoil the characters are facing, while neater lines can indicate stability and peace. I also used an animation technique that involves redrawing lines to create a wobbling effect that can give the impression of movement and make the characters feel more alive.

For the character design, I decided to pursue a simple style with proportions that made drawing and animating easier as it is less detail-oriented and focused more on expression rather than realistic accuracy. Animation was done at a low frame rate to make it more manageable within the time constraint we had. I used primarily rounded shapes to make characters appear softer and friendlier, intending to make them look approachable, and larger, emphasised eyes to express emotions more clearly. ​ I also studied how different characters in media obscure their face to show their shyness and/or secretive nature, as the game centres around becoming more open with your problems and making connections with people facing similar struggles, which we used to address the brief surrounding mental health. In discussions with the designers, we concluded that we wanted the player character to appear closed-off and shy, showing their anxiety around being open with their feelings. Therefore, I searched for ways that this could be conveyed through the character design. The examples of characters I found that shared a similar personality and behaviour to the one we envisioned for the player character typically hid behind an accessory, such as a hat or hood, or their hair.
 
Concept artwork was drawn in a mix of my personal style and the intended game style. I started by trying to figure out the sprite proportions, testing different body types and levels of detail. Then, I compared them to the screen size and shrunk the sprites down to the size that the designers requested the player's avatar to be. Afterwards, I decided to maintain characters at a consistent height of a head-and-a-half tall to ensure that their facial and body language could be clearly expressed through visuals. Multiple silhouettes were drawn to help design a unique appearance. Later, I progressed onto making a few loose human and anthropomorphic character designs to further solidify the art style. At first, we considered having an anthropomorphic animal character as the protagonist, however, we decided to use human characters instead as we thought it would be more appropriate for the game jam's theme and could create a stronger sense of identification with people.

At this stage, I was exploring different ways of showing the character obscuring himself through the visuals. I decided to utilise the hood in the final design as I thought it would be easier to draw and animate than other accessories like the umbrella and could still convey the player hiding himself from the world without fully obscuring his face or body. I considered including glasses in the design as well, but decided not to proceed with it as I thought the hood was adequate in portraying the player character's avoidant nature.

Additionally, I made a talking sprite animation test, which I showed to one of my fellow team members and received feedback that the player character appeared slightly too open and eager to speak which did not match their personality. I kept this in mind while animating the character later in development.​​

The final character design includes a hood and scarf that partially obscures the player character's face in the dull version of the sprite. Excluding his face, he is fully covered in clothing, intended to show how he has hidden himself away from others. However, his jacket is unbuttoned to visually signify that he is still willing to become more open with his emotions and discussing them with others.

To avoid being dependent on colour for expressing the character's two different states, I created two separate sets of sprites that alter the silhouette and appearance of the character, improving the game's accessibility in relation to colour blindness. Both of these groups have an idle and walking animation for each direction, but the hooded version has an additional talking animation that was intended to be used when the player attempts to make a connection with a non-player character. Keeping in mind the feedback I received from the animation test I did during the concept art stage, the character looks unsure when speaking, implied by how his head is tilted further downward and how his gaze is averted from the character he is facing.

The duller version of the player character sprites with his hood up signifies that the objective of matching symbols with all the possible characters in the level has not been completed. In this variation, his face is buried in his scarf, with his hood covering his head. His eyes are lowered and partially obscured by his hair, intended to show a lack of confidence. The character keeps his hands in his pockets and curls into himself, meant to express how he self isolates from others. On the other hand, the more vibrant, hoodless version is supposed to suggest that the player has completed the objective by connecting with all the correct characters in the level. 

As multiple artists were involved in the creation of environment assets, I also organised and shared an art asset list with the team. This was done to keep track of progress and avoid accidentally having multiple people working on a single asset or one that has already been completed.​​

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