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lessons learned during this project are that time and time again i refuse to do my work on time and thus i become behind on my work and regret it later, and this isnt the first time ive done it, as i do it almost every time. another lesson ive learned is that sometimes i need help, and i can't rely on my own brain to be able to do everything for me.

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there are many ways i could have improved both the process of which i came to my final product and the final product itself, and these improvements may have been that i could have actually given myself more time by doing things in line with my timeline and getting things done on time, and i could have improved my final character design by taking time out of my day to learn new drawing techniques which would have helped with not just my multimedia, but with my art design, and what i want my future job to be, a game concept artist

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for this project i may have been both the most and least efficient i have ever been, in that i neglected to do as much work as i may have needed for the first two weeks, and then when i needed to catch up and i fell quite far behind, i managed to catch up by being the most efficient, and working faster than i ever have.

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the quality of my product may not have been as high of a quality that i may have wanted, but that is entirely my fault, as i chose not to learn any drawing or photo-shop techniques, and i may have accidentally restricted the amount of time i have to complete the large amount of drawings and sketches i was required to do.

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compared to my design brief, the character and poster I have created are quite similar to the picture i painted within the design brief, with the character design not looking too out of place within the dark souls story, and the poster looking mostly like the rest, as it retains the motif of a characters silhouette looking away from the 'camera'

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the main idea behind the poster is the boss character looking away from the camera in the distance, looking at the ruined castle of the kingdom of Lothric. the character may be looking at an area that they have recently escaped from, or an area that they are heading towards for a different purpose (such as the murder of the lords).

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the concept for the boss is a much more viking like  heavy armour, well at least much more viking-like than the other  bosses i took inspiration from , which were more like medieval knights. the darker colours seen around the arms and legs is a fur or chain mail undercoat, to make sure that the entire body is properly protected. the shield is a stereotypical buckler viking shield, being round with the iron circle in the middle. and the chest plate is a very large and heavy metallic plate, meant to protect against all damage. the sword is a very large and heavy, slow-winging great sword, and is slightly demented from many many years of use.

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Materials Investigation:
Considering the fact that my major project is a character’s design and a poster, there aren’t many physical thing that I will need, not much more than a working computer at least. But something I have that not huge amount of people will have/need for this particular idea that I have is an extensive knowledge of the dark souls franchise and its lore.

A list of all potential materials needed:
-       Working computer (with photoshop installed)

-       A drawing tablet (if absolutely required)

-       A stable internet connection

-       A vast knowledge of the dark souls franchise, including its story and relevant bosses (bosses that ill be taking inspiration from

Skills Audit:
As my major project is a character design and a poster design, there isn’t much that ill need to know besides being at least ‘adept’ in photoshop. This means that ill be able to utilise basic photoshop functions such as photo bashing to achieve a more realistic background environment/ texture of armour etc.
Another skill that may be required will be knowledge in history, so that a more accurate design for the boss’s armour (looking at real life armour of knights and/or Vikings, or the general aesthetic).

Parts Collection:
There is no parts collection for my particular project, as this is an original idea, and there is no need for the parts collection segment.

Summary:
Most of what I will need for my project are less physical objects, and more related to knowledge for what I will need to know for a more historically accurate, anatomically correct character design that will properly be able to fit the role of the new dark souls boss. The physical aspects that will be required though, are not very out of order or difficult to obtain, as they are only things that I use every day anyway, such as a laptop or the internet (also a drawing tablet, which is very easy to ask for and borrow from Mrs Schuppan).

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I will be designing a design for a boss character from the dark souls game series, alongside an advertisement poster that will fit the themes and match with past posters from the game series, while featuring the design of the boss I created.

I took inspiration from two other bosses from the game series (pictured below), taking inspiration from the tall, bulky, confronting figures with large, heavy armours and a large weapon.

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For my design of the dark souls boss, I wanted to create a large, towering man wearing heavy, yet intricately detailed armour. In doing so, I would create a trilogy of armoured men, the trifecta of heavily guarded boss knights. The Armour above belongs to the grave tender, Iudex Gundyr, otherwise know as Champion Gundyr. I took inspiration from his solidly built armour, and all the little details carved into their armour. The armour below is the Dragon slayer armour, which actually doesn’t contain a person, but instead is the ghost of the wearer, a dragon slayer, the prime slayer of dragons, servant of new Anor Londo. What is took inspiration from their armour was the attitude (how it was worn), being very casual and slouched, as if they didn’t want to be there anymore, or someone who’s been at their job for far too long. What I plan my boss to look like is a third giant armoured man, but wearing an armour set coloured gold, to contrast from the other two. The third boss could have been a royal army champion many years ago when the world was still sane, and has now succumbed to the abyss themselves, hence supporting the colour choice of gold, being affiliated with the royal family (lothric). The main part of the two bosses I chose to take inspiration from was their tall, intimidating stance and heavily armoured design. Something that I would definitely like to carry over from these other two bosses is how their face is never shown, as this will add a sense of mystery and/or the feeling of a fear of the unknown.

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Multimedia design brief

Context:

The game development company Bandai Namco has commissioned me to design or them a new boss and main character for the next dark souls game (dark souls 4), which will relate to the older games, as to not look too out of place.

Purpose:

The purpose of the characters are to provide from software with help on designing the next games in the series. If a poster is also made, then the purpose will also be to advertise the new game.

Target audience:

Bandai Namco and from software, the companies who commissioned the characters designs, which will be viewed many times by the players of the game series.

Project background:

Two new character designs for a main protagonist of the next game in the dark souls series (dark souls 4), alongside one of the bosses that will be features at some point in the game.

Project objective:

I plan to design character to be features in the new dark souls games.

Work required:

I will make characters with a medieval theming, and a large, gross, hauntingly-scary beast for the boss that I will also be designing. If required a poster advertising the new game can also be made.

Desired outcomes:

My desired outcome is a pair of character that look as if they would fit in the dark souls universe seamlessly, and a poster that properly showcases the game and its theming.

Constraints:

Time, not having complete knowledge of the game wildly intricate lore.

Due date:

Tuesday, 20th November

Mackenzie’s feedback:

* Not many constraints

* More planning would make the designers life easie