Game Design Process
How I bring ideas to life through structured creativity and iterative design
My Design Philosophy
I believe games are more than entertainment, they're emotional experiences that can inspire, challenge, and transform players. Every system I design, every mechanic I implement, serves the greater goal of creating meaningful connections between player and world. Through the marriage of technical excellence and creative vision, I craft experiences that resonate long after the game ends.
50 Shades Project
Combat System & Weapon Design Prototypes
Project Goal
To develop concepts for weapon design and a combat system, with a focus on the design process and bringing my ideas to life through multiple mediums. Secondly, to get comfortable with using unfamiliar mediums.
Process & Exploration
Mediums Explored
Phase 1: Initial Ideation (24 renderings)
I began with 24 initial renderings of freehand sketching, filling 95% of the page with two versions of sword sketches in different sizes. My focus at this stage was on raw ideation, sketching whatever came to mind and experimenting with a wide range of forms and styles. Many pages combined a full sword with a zoomed-in detail study to flesh out key features. I also included some bulkier swords that I could potentially use for villains.
Phase 2: Refinement & Character Integration (15 renderings)
From all these sketches, I selected my top 3 and my friends' top 2 favorites out of all of them. I refined them using Procreate to lineart drawings in black and white concept sheets. This step allowed me to practice my technical art skills and try to draw swords from different angles. I drew some 90-degree orthographic projections as well. I also placed the swords alongside my character for a better idea of how they fit, and wrote descriptive narrative/notes for each, giving them distinct personalities. Incorporating narrative writing as a medium added depth, helping me think about the swords not just as objects but as extensions of lore and character. Also, I incorporated feedback from my friends and got advice on how to improve the designs. Which is important to the design process.
Phase 3: AI Experimentation (5 renderings)
Next, since I am also in an AI Art class exploring the history and ethics, I decided to try using ChatGPT as a prototyping tool for color. I fed it my lineart and gave it precise color instructions (because I am picky, and trying to have a bot reflect my ideas is hard). While some results felt inaccurate of what I wanted, this experiment was valuable. I learned how to put my ideas into words and communicate very clearly. I ended up painting over some of the generations because the AI refused to color my sword vines green and somehow purple meant orange on the katana.
Phase 4: Pixel Art Translation (5 renderings)
Then, I reimagined my designs into pixel art using Procreate. This was fun and much more lighthearted, and it forced me to simplify forms into readable silhouettes while trying to also keep the sword's details and elements recognizable.
Phase 5: UI Integration (3 renderings)
To explore more mediums I am unfamiliar with, I created UI wireframes in Figma (3 versions) that showed how these swords might appear in the game interface I am making. This gave me practice in thinking about gameplay integration as part of the design process, not just the visuals. Also I have been meaning to learn figma. I hope to learn how to animate next in it.
Phase 6: Systems Design (1 rendering)
I also wrote a combat system design document outlining how players might view and interact with the swords in-game. This served as both a design exercise and a way to frame my concepts in relation to mechanics and systems.
Reflection & Future Development
Overall, I thought this was a very successful project. I explored a wide range of tools and mediums, and stepped into art tools I do not use, such as Rapid prototyping, AI art, and Figma. By pushing myself into unfamiliar territory, I not only practiced new skills but also learned to embrace discomfort as part of the creative process.
Secondly, I got to practice my writing skills as well as being creative and making concept art prototypes. This entire project gave me the chance to merge my interests: concept art, storytelling, system design, and technical experimentation!
Literature Reflections & Reading Responses
Academic explorations connecting design theory with practice
Week 1 Reading Response
Art, Design & Social ResponsibilityA key takeaway from these three readings is that both Art and Design, which go hand and hand arguably impact us daily. Both are used uniquely to challenge and critique our everyday lives. What I have learned is that being an artist or a designer is not a calling only for a special few who are just "born" with these gifts. Everyone has the ability to create, to do art, to design.
I think something to keep in mind as a designer and an artist there are social responsibilities in addressing societal and environmental issues. Working actively to influence positive change and the importance of understanding the needs of the world is key.
As I was reading, I reflected back on the videos I also watched this week. We are in an artificial world now. Amazing, and It makes me think about design, whether by an architect, artist, or technologist, which carries immense social responsibility. Considering the artificial worlds we now live in, largely shaped by design decisions, it intensifies the ethical questions surrounding nowadays emerging tech.
We are in an unknown era; truly, any design can be brought to life. But with no policies or restrictions, emerging tech like Artificial Intelligence could do harm as well. I question how to combat this, even though we are taught through these readings that we are not powerless; how can we influence the direction of technology? I often feel powerless, although I engage in responsible innovation and participate in policy discussions, how can I shape and remind others in higher power of moral design efforts?
Week 2 Reading Response
Craft, Sketching, PrototypingThe idea that everyone can be creative really resonates with me, especially the point that there are no natural geniuses, just routine and habit that build creative ability. I find that some poeple, however, are naturalsally better at things than other people. That is the baseline. To combat this, you can also work extra hard to get good at something. On the other end, if you are naturally good, you aren't great either until you work hard. I find the definition of creativity lost on me. I haven’t invented something or made a product; everyone can have ideas, so what makes someone Great at Creativity? Furthermore, I find it's often intimidating to get started on a blank canvas, and it's even more intimidating when you're unfamiliar with the medium you're working in. This is where preparation becomes crucial. You have to know how to prepare to be creative, both in terms of materials and practices. For me I use other mediums to help spark my creativity, like listening to music that matches the theme of what I'm drawing.
The concept of creativity coming from habit is really interesting to me. I definitely agree that hard work trumps natural talent and that preparation is essential. But here's the catch: I find myself struggling with things I'm too intimidated to practice. How do we break that spiral? It's like my doodling habits. I only became comfortable doodling when there was a routine behind it. I didn't start doodling humans until I took figure drawing. Before that, I only doodled flowers, and even that felt intimidating at first. The reading around The Miseducation of the Doodle claims that doodling increases focus during dull or complex material, but I'd say the opposite is true for me. I get too focused on what I'm doodling and often zone out completely. When I try to sketch visuals during a lecture to help me understand the content, I actually fall behind because I'm so absorbed in the drawing process. How can I make doodling more productive? Regarding Sketching: the Visual Thinking Power Tool,I love to sketch, but I find it incredibly hard to do UI mockups and structural stuff. I adore sketching figures but absolutely loathe sketching shapes. How do I make myself enjoy the technical sketching so I can get better at it? For me, sketching feels most valuable when it's spontaneous: pen and paper, between classes, in a time crunch. There's something about that immediacy that makes it work better than forced practice.
What makes someone great at being creative? Is it subjective? I've been called creative my whole life when I was younger because of decent artistic ability, but I feel like really I stick to what I like. I find myself struggling with ideas in places I am unfamiliar with. How do you get better at being creative? What defines that progress?