27/9/2024 - 6/1/2025
Name: Joan Chiam Zi Woei
Student ID: 0350211
Art Direction
Final Compilation and Reflection
Instructions:
Module Information Booklet
Progression
Working on the Muse Dash redesign for art direction class has been an exciting adventure in creativity and collaboration. The journey began with deciding which game to reimagine. After some deliberation, my team and I settled on Muse Dash and faced the challenge of defining a new artistic direction. The team debated between cyberpunk and steampunk aesthetics, eventually choosing the charm of steampunk for its intricate appeal.
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| Fig 1.0 Muse Dash |
One reason we chose for steampunk was that the game already incorporates some cyberpunk-inspired elements, such as neon tones and futuristic themes. Choosing cyberpunk would not create too much drastic shift from the original style, limiting the impact of our redesign. In contrast, steampunk provided a fresh opportunity to introduce a more distinctive and imaginative transformation while still complementing the game’s playful nature.
Once the theme was set, we started brainstorming. We mapped out the key elements to transform—everything from the loading screen to the song selection menu, in-game environments, and even the characters. Each element needed to embrace the steampunk essence while staying true to Muse Dash's fun and vibrant spirit.
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| Fig 1.1 Brainstorming Ideas |
Character redesigns became a focal point. Rin, Buro, and Marija were reimagined to fit the new theme, and we even designed a brand-new boss to add depth to the gameplay. To make the process efficient, tasks were divided among the team: Ben and Javin took charge of character redesigns, Edwin focused on revamping the game’s UI, and I worked on creating the in-game map. Once the character models were complete, I also stepped in to help animate them, ensuring everything came together seamlessly.
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| Fig 1.2 Enemy Observation |
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| Fig 1.3 UI & Menu Observation |
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| Fig 1.4 Map Observation |
Characters
Character redesigns became a focal point. Rin, Buro, and Marija were reimagined to fit the new theme, and we even designed a brand-new boss to add depth to the gameplay. To make the process efficient, tasks were divided among the team: Ben and Javin took charge of character redesigns.
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| Fig 2.0 Buro Sketches |
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| Fig 2.1 Buro's Buddy Sketches |
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Fig 2.2 Rin Sketches
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| Fig 2.3 Marija Sketch |
Loading Screen/ Splash Art
Ben and Javin also each worked on a splash art to use as a loading screen.
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| Fig 3.0 Idea Sketches |
Game UI
Edwin took on the role of designing the game UI, ensuring the user interface felt cohesive within the steampunk theme. He designed the song selection menu to reflect intricate machinery, revamped the starting and result screens to include thematic gears and vintage textures, and updated the in-game UI for an immersive experience that aligned perfectly with our overall aesthetic vision.
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| Fig 4.0 Game Log In Menu |
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| Fig 4.1 Progression |
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| Fig 4.2 Game Selection Menu |
In game Map
For the in-game map, I drew inspiration from the idea of a clock tower—a central hub filled with gears, pendulums, and intricate mechanisms that perfectly encapsulate the steampunk vibe. The gameplay unfolds within this clock tower, with its dynamic, layered environments creating both a sense of adventure and continuity. I focused on incorporating details like rotating cogs and glowing mechanisms to give the map an immersive, lively feel. These elements not only enhance the aesthetic but also tie into the thematic gameplay.
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| Fig 5.0 Map idea sketch #1 |
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| Fig 5.1 Map idea sketch #2 |
I ended up liking the second clock design so I continue to refine the lines and details. After that, I coloured the whole thing to make sure it looks nice and fit the aesthetic of the game.
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| Fig 5.2 Map Coloured |
I also made a whole different coloured map to represent the combo mode.
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| Fig 5.3 Map in Rush Combo Mode |
Animation
Once the character models were complete, I also stepped in to help animate them, ensuring everything came together seamlessly.
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| Fig 6.0 Rin Animation |
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| Fig 6.1 Buro Animation |
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| Fig 6.2 Boss Animation |
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| Fig 6.3 Marija Animation |
Submissions
Finally we were done with all the work, below are our proposal and our final outcome slides.
MusePunk_Proposal Presentation Slides_Art Direction
MusePunk_Final Presentation Slides
Reflections
This project has been a fantastic opportunity to explore art direction, refine my creative process, and work collaboratively with an amazing team. Each step brought new challenges, but seeing our ideas come to life in a steampunk-inspired Muse Dash has been incredibly rewarding.
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