Team Meeting 1

Firstly, we discussed the foci of Eden and decided that it was an art-heavy and narrative-heavy game. Next, we noted down the roles the game would require in order to get an idea of how roles should be distributed. Afterwards, we each stated which roles we would be willing to take on. Shown below are the roles required, with the roles I could fulfil asterisked.

Roles Needed (*ones I can fulfil)

Environment artists/designers*
Character artists/designers*
Concept artists*
Animators*
Story writers*
Sound engineers* (could help/assist)
Programmers

Next, we decided to discuss the details of the game and its GDD so that we could identify the issues and see which areas needed to be changed or improved. Written below are the notes from this discussion.

Game Sections

Art

Have lots of animations – make it more of a cinematic experience than a game – like an interactive story

Look at Ori and the Blind Forest as a reference for the game’s intended aesthetics

The game has a rainforest setting – the animals are mutated – but some animals do not seem very obviously mutated – should their visual designs be altered to showcase a better sense of mutation? – it would be more visually interesting – this would also better help the player understand that animals can mutate in this world.

Have the environment be able to be travelled up and down in as well as right and left – for a more dynamic experience/environment

Think of how the deer mutates – this was not shown or explained in the GDD


Story

Have an opening cut scene to establish game goal and motivation – show the tiger but it is never fully seen

What is the actual backstory? – the deer’s family are killed by the tiger and the deer wants revenge by killing it? – or scaring it away?
What is the tiger’s backstory? – does it need one?

What happens at the end? – are there different endings based on the route chosen or choices in dialogue/actions?
How does the player ‘fight’ the tiger? – do they fight?

How do players enter the different routes? – how do the routes vary in terms of gameplay? – different dialogue? Animals behave differently towards the deer? – they cower away/run from the deer? What is the benefit in killing animals as opposed to not killing them?

What are the dialogues in the game?
What are the characters like? – how do they affect the story/ending?
Have different endings for replayability?

How much depth should be given to each character? – a good amount – quite a bit but have it mainly show through dialogue

Do environmental storytelling, e.g. a broken tree to show signs of deforestation – this also helps achieve the goal of spreading awareness about endangered species

There needs to be a reason for a herbivore to be willing to kill animals


Mechanics

A point-and-click side-scrolling adventure game
Hover over items and see options
More/different options depending on item and mutations acquired, e.g. swim as an additional option if frog mutation is acquired
There are side quests given by each animal – what does one gain from doing them? Items? Friendship?

Having controls for jumping and crouching seem unnecessary for a point-and-click game – get rid of them?
Can still have obstacles

Gaining abilities could help the deer reach more areas, e.g. can climb up tree

Does it need to be point-and-click?

Team Meeting 2

We began by further discussing the logistics of the game and how they could be changed or improved to make for a better game. Written below are the notes from this discussion.

Notes

Eden would benefit more from being a point-and-click game than a platformer due to its heavy focus on art and character interactions.

There should be aspects of challenge through investigation of the environment to e.g. find animals/new areas

Perhaps there should be a ‘muntjac deer bark’ mechanic to call befriended animals to their side – what would be the control for this?

How interactive should the environment be? – interactive items should serve a purpose

Maybe make ‘hover over items to show options‘ to ‘click on items to show options if available‘ – better suits the point-and-click genre – this also allows for mini interactions like ‘clicking on a flower opens it up‘ – no options needed

Finally, we finished the discussion with Bernardo setting each of us tasks to complete by next Friday. Written below are the tasks he set.

Tasks

My Task: Draw Muntjac Deer and Tiger according to Alicja’s Art Bible – document process, e.g. brushes used, colours, time taken, etc.
My Additional Task: If there’s a style you think would work better than Alicja’s style, draw the characters in that style and pitch it to the team
Deadline: Friday 7th February 2020

Shannon’s Task: Create a moodboard for the mushroom environment
Deadline: Friday 7th February 2020

Becca and Bernardo’s Tasks: Go over GDD and identify stuff that needs to be coded into the game for it to work according to Alicja
Deadline: Friday 7th February 2020

Story Ideas

After analysing Eden’s GDD, I decided to brainstorm some different ideas for the narrative aspects of the game in order to either improve it or fill in the gaps of knowledge. Shown below are the notes from the brainstorming session.

The Muntjac Deer’s Motivation/Goal

To kill tiger because it murdered its family (presumably)

To scare tiger out of forest as it has been antagonising/killing the other creatures

To talk to the tiger and find out the ‘truth’ – did it kill its family and the reasons behind it

The Tiger’s Motivation/Goal

Due to mutation, it lost control and murdered the deer’s family

It murdered the deer’s family due to starvation – due to hunting by humans and/or deforestation, its normal prey was scarce/gone and/or inaccessible

Opening Cut Scene

After analysing the original cut scene from Eden’s GDD, I decided to propose some improvements to the cinematography. Thus, I decided to storyboard some different ideas for the opening cut scene in order to improve it in terms of narration.

Below are some sketches of the different ideas I had for the opening cut scene.

I paid special attention to:

How the tiger could be conveyed in the early scenes –
1. a tiger roar can be heard and part of its silhouette can be seen – it makes the motion of tearing something apart
2. tiger eyes can be seen in the dark (blinking? or just staring and squinting?)

How the deer escapes the tiger’s notice:
1. the deer runs away
2. the deer hides

Muntjac Deer Research

Moodboard

Moodboard for ‘Muntjac Deer’: https://pin.it/secmnotfhyhmg5

After analysing Ala’s GDD, I decided it would be a good start to begin researching muntjac deer to familiarise myself with the game’s protagonist. Firstly, I made a moodboard as a method of investigating the muntjac deer’s appearance as well as providing myself with reference material to sketch from.

Sketching

During the sketching process, I decided to research about the muntjac deer’s appearance and habits to help me understand the creature better. I incorporated some of my findings by exploring different aspects of the deer’s appearance. These aspects include the disparity between female and male muntjac deer in appearance, different types of horns, fur patterns, etc.

During my research, I discovered that male muntjacs possess “short, backwards-curving and unbranched antlers” (Muntjac Deer, n.d.) whilst female muntjacs “have tufts of hair in place of antlers” (Deer, n.d.). In the sketches above, I explore the various types of horns and tufts. From this research, I concluded that the muntjac deer from Ala’s GDD is male as it possesses horns as opposed to tufts.

I also found that their facial markings also differ according to gender, with females possessing “diamond-shaped” (Muntjac Deer, n.d.) markings and males possessing “V-shaped” (Muntjac Deer, n.d.) markings. In the sketches above, I explore the different facial markings using references from my muntjac deer moodboard.

Additionally, I decided to researched the muntjac deer diet as I wanted to understand why muntjac deer would eat other animals as specified in Ala’s GDD. However, I found that they seem to be herbivores as they feed on “shrubs, shoots, grass fruit and shoots” (Deer, n.d.).


Animal Mutations Research

Moodboard for ‘Animal Mutations’: https://pin.it/6mU7bJ9

I decided to also make a moodboard for animal mutations since it was one of the game’s main concepts. I thought it would be good research material for when it came to designing different mutations for the animals in the game.

During the process of making this moodboard, I discovered a particular artist I liked, who had drawn various artworks that showcased different animal mutations. What particularly intrigued me was that some of their works consisted of the same animal/creature in different mutated forms. I thought this would be good research material for ‘Eden’ as the game consists of many mutated animals that change appearance according to their diet.

Artist Research

Witherlings – https://www.deviantart.com/witherlings/gallery)

Some of Witherlings’ Animal Mutation Drawings:

Shown above are two of Witherlings’ drawings that I especially liked, the right showcasing more minor differences in mutations whilst the left showcases more drastic alterations between mutation concepts. According to Ala’s GDD, the mutations should be on the more subtle side so the artwork on the right is more relevant. Furthermore, both artworks display mutations that appear to use nature as a basis for the changes in appearance. This means that they work well as inspiration for designing mutated herbivores/omnivores.


Bibliography

Deer, n.d., viewed 6 February 2020, <https://animalcorner.org/animals/deer/>.

Muntjac Deer, n.d., viewed 6 February 2020, <https://www.bds.org.uk/index.php/advice-education/species/muntjac-deer>.

Muntjac Deer, n.d., viewed 6 February 2020, <https://www.woodlandtrust.org.uk/trees-woods-and-wildlife/animals/mammals/muntjac-deer/>.

Environment Research

Moodboard

Moodboard for ‘Environments’: https://pin.it/gwoqxhg654dtmg
Moodboard for ‘Mushroom Environment’: https://pin.it/6aCBDFG
Moodboard for ‘Colour’: https://pin.it/6PoKJ3G

Before the game’s environment was decided upon, I decided to make a moodboard for rainforest environments since the game is set in the rainforest.

After a team meeting, in which we decided to create the swamp level as it accommodated the mushroom environments from Ala’s moodboard that we all were particularly drawn to. We found them to be the most interesting in terms of design, colour and art style.

After choosing to opt for a mushroom environment, I decided to create a moodboard for ‘mushroom environments’ in order to more specifically research the game’s environment. I also made a small moodboard researching different colour palettes to see which would be the most suit the game’s environment. Some palettes I explored were warm tones, cool tones, pastel tones and bright tones. I found the warmer tones to be particularly suitable for the game as they lend themselves to the concept of a ‘mushroom forest’, which would consist of many greens and browns.

Shown below are the mushroom environments we were particularly interested in. The one we chose to use as the basis for the environment is the one on the left. It had better colour variation and we thought the animals would look better there as opposed to the one on the right.

After some research, I found the artist who drew the mushroom environments – Anna Lepeshkina. They were concept pieces for a platformer game she had worked on.

Artist Research

Anna Lepeshkina’s ‘Personal Project Design’ – https://www.artstation.com/artwork/rg5Rm

Anna Lepeshkina’s ‘Personal Project’ Environmental Concept Artworks:

Sketching

As a method of style research, I decided to roughly paint the chosen mushroom environment (on the right) using the original (on the left) as a reference. I did not do a sketch layer first and instead, began the process by painting the piece using the original as colour reference. I painted the piece beginning with the bottom layer and worked upwards. The painting took me an hour to finish.

During the process, I found that Lepeshkina’s concept pieces were done in quite a rough, unpolished manner. For our project scope, I thought it would be best we use a more polished version of Lepeshkina’s art style as opposed to copying her style.

Designing

After a few team meetings, where the quests were initially discussed and decided upon, I decided to roughly design and sketch out a part of the mushroom environment whilst keeping in mind one of the quests – I chose the snake quest. This was done in order to practice designing for a specific purpose.

Before I began sketching, I chose to create a small moodboard to use as reference during the process. Shown below is the moodboard.

Moodboard:

Firstly, I roughly mapped out the different elements I wanted to incorporate – different types of mushrooms, a luminescent mushroom, a tree, different background layers and where the snake should reside. Shown below is the rough sketch.

Next, using the moodboard, I made a mini colour palette so that I could colour pick the shades I want with ease. Doing so also gave me an idea as to what colours I should use in the piece. Shown below is the colour palette I made.

Finally, I began painting the environment. Shown below is the painting.

I found the glowing mushrooms especially interesting and decided to experiment with incorporating one as we had discussed possibly including an underground/darker section in the mushroom environment. We had also discussed having different layers make up the environment to make for a more visually intriguing and dynamic game world. As a result, I decided to play around with incorporating foregrounds/layers in my sketch. I also drew a tree to mark the place the snake was supposed to be residing in as originally, the snake was supposed to be sleeping by a tree.

Furthermore, I explored different types of mushrooms by sketching out two different kinds – one glowing and one non-luminescent. They also varied in shape and appeared in different manners – one resides by itself whilst one appears in a cluster of mushrooms that vary in height.

I never finished the piece as it was supposed to just be a sketch so I decided to stop working on it after one drawing session.

Team Meeting 3

We were told to discuss as a team after the Project Scope Lecture in order to decide our game’s project scope. Written below are the notes from this discussion.

Project Scope Goal: Make one level as it is designed

Make the game more narrative-based than mechanics-based 

Make it click-based as opposed to a platformer in order to better support the focus of the game

Have background characters as well as the main NPC per environment for a more interesting environment and a more entertaining experience

Have an opening cut scene? – have it be interactive? to act as a tutorial? – need a way to establish character motivation and goal – perhaps use environmental storytelling and dialogue to establish this as we are not making the beginning of the game

Bambi Notes

Layered environments & mini animations in opening scene – the opening is too long

Illustrated environments (painted) – consists of a background layer, middle layer and foreground layer (all in clarity – no blurring)

Research: ‘The Rats of Nimh’ film – this was mentioned part way through ‘Bambi’ as a thematically more suitable film to study – it also showcases animals but in a darker tone

Establishes narrative through actions a lot – no narration – effective

Change from day to night

Musical scene – rain – changes from fairly jolly to daunting – incorporates weather and music to create dread – also used as a transition between seasons – effective method of time skipping

Foreshadowing through dialogue, actions and music

Foreshadowing in first gunshot scene – what almost happened could actually happen next time

Another season change through leaves billowing in the wind

Bloody grass and daunting music foreshadows – winter is the season of death – mother dies in winter

Season changes to spring – jolly song – big time skip – Bambi is grown up

Project Scope Lecture Notes

The Agile Framework – An approach towards development that focuses on efficiency. This utilises the mindset that multiple aspects of development can be undergone simultaneously.

The Waterfall Model – a step by step approach towards development. This means that, unlike the agile framework, each process of development occurs in a sequential fashion – one after the other.

In development, there exist dependent development aspects and independent development aspects.

Dependent development aspects are development aspects that depend upon other aspects for its completion. For example, character design can depend upon narrative as the narrative may influence the characters’ appearance. This means that the character design cannot be made until the narrative has been created.

Independent development aspects are development aspects that do no depend on other aspects for its completion. For example, the UI could be an independent development aspect as it could be made without the need for any other aspect to be made beforehand as it is not heavily influenced by other aspects.

The Developer’s Charter – A set of rules for developers to follow:

1. You shall not lie about your capabilities nor knowingly deceive your clients about what is possible 

2. Work that is completed is to be completed to your utmost ability 

3. Know that you will be judged not only in your individual skills and expertise but also on your collegiality, willingness to engage, and collective support of the project and your team

4. Be open about your methods and share them with your colleagues 

5. Document and log your processes. Progress reports are to be expected and you must deliver them

6. You are a technical navigator of a development ship. The captain cannot steer if they do not have advice and a course 

7. Do not confiscate, prevaricate, or obstruct unnecessarily. All team members are to be judged on the content of their contribution not by who they are

The general consensus of the charter – be open and honest



Document templates:

Our development should include:

(All the below are example templates)

Version history:

Version
Changes
Initials
Date

Project overview

Includes – practical goals/what needs to be done, what it consists of, e,g. a demo which consists of these features, characters and platform details. 

Project scope:

Includes – what the project’s goals are – practical goals, what should be made by the end.

Prototype example for assets e.g. a sprite

Asset name 
File name 
Version 
Palette (colour hex codes) 
Author name 
Date created 

Bug test report:

Test
Expected behaviour 
Actual behaviour 
Proposed solution 
Supporting images or screen captures of the bug happening 
Date bug submitted 
Date bug fixed 

These will also be documented in the version history



Performing a scope analysis for a vertical slice:

Decide whether to make a part of the game as it is designed or a technical demo that showcases all the features of the game in a single experience

Asset list should be comprehensive – including programming, server requirements, UIX requirements, audio, visuals, etc.

Each asset should be broken down into its various components 

Complete a pipeline analysis of all aspects of production 

Make note of the general length of time needed to make each asset

Make a pipeline plan for each super asset (assets in their non-broken-down state)

Try to factor the pipeline for development 

Separate the assets into dependent and independent aspects in terms of its completion as some may rely on other aspects in order to be completed

Independent tasks should be completed whilst dependent tasks can’t be completed yet 

Bug checking – do this often so they can be found and dealt with as soon as possible 

Team Task: Write down the project scope for your vertical slice – include a full asset list, and a development calendar for the vertical slice

Eden GDD Analysis

Eden’s GDD Blog: https://aliceuniblog.wordpress.com/

Overview

Genre: a single-player 2D side-scrolling Adventure Platformer
However, the GDD does not specify any requirements for platformer level designs aside from examples of obstacles at ground level.
Perhaps, it would be best to disregard the platformer aspect of the game and make movement be across even ground and up/down interactive items as I believe that it is not essential for the game to retain its status as a platformer – the game is art, story and characters-based as opposed to mechanics-based so it wouldn’t make sense for it to be so movement-based.

Target Audience/Rating: 17+/M
This means that the game will consist of heavy violence/gore.

Essential Experience: Overcoming paranoia & Realising one’s own self-worth, even if it means going against one’s own nature to do so
The latter can be accounted for as the game gives the option for the herbivore muntjac deer to become carnivorous – this goes against the deer’s nature. However, how can this help one realise their own self-worth? Is this achieved through the mutations helping the deer scare away the tiger?
The former is accounted for through the deer having the courage to face the tiger in the end – but is this too subtle? This can be fixed by having the presence of the tiger be a constant throughout the game – this can be achieved through the use of visuals and sound design. E.g. the shadow of the tiger can be seen moving in the background or the sound of its roar can be heard in the distance.

Design Goals:
Create an immersive with interesting and charming characters
Spread awareness about endangered rainforest animals
Both design goals seem to be narrative-based with the latter also depending on visual design. The latter is not explicitly mentioned in any other part of the GDD so ways in which it could be achieved are not specified. This issue can be fixed by using the dialogue and environmental storytelling to imply deforestation and/or extinction. E.g. the tiger’s usual prey died off and so it murdered the deer family as a food alternative and/or the animal mutations are a result of humans contaminating the forest.

Overview: A point-and-click game with dialogue options. The player controls a muntjac deer that travels through a 2D side-scrolling world to interact with NPCs and complete tasks

The point-and-click aspect of the game contradicts its platformer genre. The controls for movement suggest the latter but the controls for interaction suggest the former. It would be more logical and concise to choose one genre over the other as the varying genres require different mechanics. Furthermore, each genre also infers different methods of level design. A point-and-click genre implies a more puzzle and narrative-based level design whilst a platformer insinuates a more movement-based level design.

Gameplay: Play as a helpless creature and develop strength & character to achieve goals
The concept of developing character to achieve goals seems to be unnecessary as it does not affect gameplay. However, this issue could be resolved by making the deer’s character affect their dialogue options.
Is there more than one way to develop strength? Is mutation the only way? What if the player chooses the normal route? Will they be able to achieve their goals or the game’s essential experiences?

Final Goal: Chase tiger away
How is this achieved? Does the player use the deer’s appearance as a tool for scaring the tiger away? Is there a fight or a conversation? Can the player achieve this on the normal route? Are there different endings depending on the player’s choices in the game?

For Any Platform
The game’s inclusion of a cursor and the controls imply that it is made for the PC but due to its short list of mechanics – walk forward, walk backwards, jump, crouch – it can easily be optimised for consoles.

Game References:
For Gameplay – Oxenfree
For Visuals – Ori and the Blind Forest
The GDD doesn’t specify what certain aspects we should look at. I assume that it is the dialogue mechanic from Oxenfree and environments from Ori that are used as references.

Story

Narrative: The Muntjac Deer just lost its family to a new predator – the tiger
This means that the tiger either had just moved to the rainforest or has never been encountered by the deer before. The GDD does not go into detail about the tiger’s backstory or motives.

Opening Cut Scene: Interactive cut scene that partially serves as a tutorial for the player so that they can become familiar with the controls – the player must hover the cursor over certain elements in the scenes to interact with them
This could be an effective way of integrating a tutorial into a game without it boring the player or halting gameplay.

Opening Cut Scene Events:
1. Happy muntjac deer family is shown – establishes a positive atmosphere so that the negative events that follow have a bigger impact
2. Player clicks on butterfly & muntjac deer turns around to follow butterfly – this gives a reason for the deer being separated from the family
3. Muntjac deer hears noise and goes back towards family – the GDD does not specify what the noise is. I assume that it is either the tiger’s roar, the deer family’s cries or both.
4. Player clicks on bush and muntjac deer hides in there – The GDD does not explain the deer’s incentive to hide after running towards its family. I assume that it is because it saw the tiger. Having the deer hide nearby is a good excuse for making the deer to witness the tiger and its dead family. It helps provide character motivation.
5. Black screen – is this necessary? It could help build up tension but this can be achieved in other ways. A black screen is not contextually needed – the deer’s eyes are not closed and a bush does not obscure light to that extent. Perhaps this scene should be replaced with a dimly lit shot of the deer.
6. Tiger’s legs are shown – this is a good method of showcasing the size of the tiger in comparison to the deer. However, the tiger could be shown in other methods as well, e.g. its eyes, its roar, etc. Is this the most effective method?
7. Shows muntjac deer looking out from the bush – should this shot be shown earlier so as to not break the sequential shots of the tiger? It may break tension.
8. Deer carcasses are shown on the ground whilst blood drips from tiger – this is a good method of inferring that the tiger murdered the deer’s family without directly showing their deaths.

Gameplay

Mechanics/Controls:
D to Walk Forwards
A to Walk Backwards
Space to Jump
S to Crouch
It seems unnecessary to have the player use a cursor when all movement is controlled using the keyboard. Perhaps changing the hovering the cursor to reveal options to walk near items/animals to reveal options and choose options with arrow keys would make for a better gaming experience.

Routes:
Normal Route – The player befriends animals by completing tasks for them. As a result, the player will gain them as followers that help with game progression
This gives players incentive to be kind to animals as opposed to killing them to mutate. However, what is the incentive to kill them? Perhaps it lessens gameplay time as it is easier to gain abilities by eating them than completing tasks for them. Maybe it is also easier to complete tasks if the player mutates and/or more areas will be accessible if the player mutates.

Genocide Route – The player kills and eats the animals they encounter. The deer will mutate as a result, absorbing both the animal’s characteristics and abilities. This helps the player progress further through the game

Can the player still progress if they do not mutate? Does the player have to choose between two routes? Does the player enter the genocide route once they kill or do they have to kill a certain amount of animals before they enter the genocide route? The GDD does not specify any of this. Neither does it specify how the deer absorbs the animals’ characteristics – does this show through the deer’s physical appearance or through their dialogue? Does characteristics refer to one’s personality, appearance or both? How does this affect gameplay? It could influence dialogue options.

Toucan – double jump – this is not necessary if the platformer aspect is disregarded. It also does not make sense contextually as toucans are not known for their large jumps. Does this affect the deer’s physical appearance?
Frog – use the tongue as an arm
– can be used to swing up to high areas
Anteater – longer tongue – can reach further
– this achieves the same result as the frog’s ability – it is too similar and therefore unnecessary
Binturong – jump further
– this achieves a similar result to the toucan’s ability – it is also unnecessary as a result. It also does not make sense contextually as bears are not known for their wide leaps.

Environment Interactions:
Approach item
Hover cursor over item
Choose an option

Animal Interactions:
Approach animal
Hover cursor over animal
Choose an option

Simple mechanics – this supports the goal of making the game focus more on story, art and characters than mechanics. It also achieves the intention of making the UI simple and minimalistic.

Mutations: after killing an NPC, the player can choose to eat them to mutate and gain their characteristic & abilities
What is the incentive to not eat an animal you’ve killed? The GDD also does not specify what the different mutations will look like.

Visuals

UI:
Simple and minimalistic
Opacity of menu is 45%

Characters:

Muntjac Deer: Main/Playable Character
Appearance: Brown fur, has horns and fangs, has three blue dots on its bottom
Character: N/A
The horns suggest that is a male deer/buck. Its fangs help with eating prey. The significance of the blue dots is not explained. There is also no description for its personality.

Tiger: Antagonist
Appearance: large in comparison to deer, orange, striped (akin to a real tiger)
Character: N/A
Its appearance suggests that it has not mutated like the other animals. This may be due to it possibly being new to the rainforest or perhaps its abnormally large size is a sign of mutation. There is also no personality description for the tiger, which makes it difficult to guess its backstory and motivations – all of which are not stated in the GDD.

Toco Toucan: First NPC – partially serves as a tutorial for animal interaction and quest completion
Appearance: blue feathers, yellow beak, 3 light blue feather on head, lizard tail
Character: Loud – mimics a parrot – mocks the player
Quest: Find and break a coconut
Its character could serve as an incentive for the deer to kill it – this still leaves the deer’s motivation for eating it unknown. Does its status as a tutorial prevent the player from killing it early on? From when is the option available? Since the game is very dialogue-heavy, it should fairly late on that the option is available – but it should be available prior to completing the quest.
Its character description is very brief and there is no further description on its personality or history.
There is also no description for how it could assist the player if they are befriended.

Binturong: NPC
Appearance: cat face, bear body, blue fur, white whiskers, prehensile tail
Character: Lazy but playful
Quest: Go to tiny pond and collect 5 fish
Its character is also very brief and there is still no explanation for how it could assist the player if they are befriended.

Giant Anteater:
Appearance: Long tail, elongated skull, brown fur, blue line through body
Character: Friendly and slow
Quest: It is stuck – free him
Its character is too brief and there is no description for how it could assist the player if they are befriended. The significance of the blue line is unexplained.

Poison Dart Frog:
Appearance: Small. slimy, blue with black dots
Character: N/A
Quest: Collect and transport small frog eggs
There is no character description provided for this animal. Its physical appearance does not seem to differ much from a normal frog except for its fly-like eyes. This mutation may be too subtle to be noticed.

Environment: a rainforest with four different levels
Ground level
Tree level
Swamp Level
Tropical Level
The GDD does not provide labelled examples for all of the levels. Neither does it specify which animal can be found in each one. Instead, there is a moodboard to show the game’s art style as well as an example of a tree level.

The environment moodboard provided mostly consists of Anna Lepeshkina’s concept art from her ‘personal project’: https://www.artstation.com/artwork/rg5Rm

Art Bible

Program: Manga Studio/Clip Studio Paint
Brushes: A combination of watercolour brushes and marker brushes – this is not very specific
Highlights are made using an extra layer with the ‘add glow’ setting

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