Art Direction
ZHANG WAN RU 0368214
20/04/2026—23/07/2026 (Week 1-Week 14)
TABLE OF CONTENTS
- EXERCISE 01 - GAME OBSERVATION STUDY
- EXERCISE 02 - GAME VISUAL ANALYSIS
- ASSESSMENT 01 - PROJECT PROPOSAL
- ASSESSMENT 02 - FINAL PROJECT
Introduction
Week 2: Game Observation Study
Week 3: Game Visual Analysis
Week 5: Proposal & Project Management
Week 13: Final Project – Documentation and Presentation
- What visual decisions were made
- Why those decisions were made
- How they support the game experience
- What works well and what fails
- Basic Game Information: Gathered essential information about the game, including its genre, platform, developer, and target audience.
- Core Gameplay Mechanics: Described how the game is played, including the main objectives, player interactions, and core gameplay loop without providing analysis.
- Visual Framework Analysis: Examined the game's art direction by analyzing its visual style, color palette, environment, character design, user interface, lighting, composition, and visual communication.
- Strengths and Weaknesses of the Art Direction: Evaluated which visual decisions effectively supported the gameplay and player experience, while identifying areas that could be improved.
EXERCISE 02 - GAME VISUAL ANALYSIS
- PHANF ANN - 0362148
- ZHANG WANRU-0368214 (me)
- RIO SATO - 0360530
- LOW GUANGYAN - 0374051
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Fig.
Position
Mapping
Chart |
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Fig.
Position
Mapping
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| Fig. UI Elements |
- ZHANG WAN RU (me)
- UI/UX design
- Icon design
- PHANF ANN
- Slide
- RIO SATO
- Environment design
- Obstacle design
- LOW GUANGYAN
- Character Design
- Game Introduction Design
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| Fig. Reference |
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| Fig. AI Process |
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| Fig. First Icon Design |
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| Fig. AI Process |
- Part A – Final Game Concept
- Part B – Final Art Deliverables
- Part C – Art Direction Guidelines – Detailed Breakdown and Supporting Information
- Part D – Project 02 Management Log – Evidence from Previous Briefings
Based on the previous feedback, I refined the typography by selecting a more suitable font. I learned that the text should not be stretched or compressed, as this affects readability and makes the interface look less polished. The font also needed to feel softer and less sharp to better match the game's fun and playful style.
After exploring different options, I chose Arial Rounded MT Bold because of its rounded letterforms and clean appearance. It fits the cheerful circus theme while improving readability and creating a more friendly and consistent UI.
The layout flow includes:
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Onboarding Page – Introduces the basic controls and gameplay.
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Short Storytelling – Briefly explains the game's background and sets up the circus adventure.
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Start Game Page—Allows players to begin the game.
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Lobby Page – Players can choose between Single Player or Two Players mode.
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Gameplay Screen – The main game interface where players start their adventure.
Designing the layouts based on the user flow also helped me create a smoother and more consistent experience, making it easier for players to navigate through each stage before entering the game.
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Fig.
Visual
Layout |
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Fig.
Visual
Layout
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Fig.
Visual
Layout |
- What did you learn/enjoy the most about this module?
The part I enjoyed the most was learning how art direction can completely change the feel of a game. Before this module, I mostly focused on making things look nice. But now I understand that every design choice, like colors, fonts, icons, and UI, should match the game's theme and create a better experience for players. I also really enjoyed working on Circus Escape with my teammates and seeing our ideas slowly come together into a complete game.
- What areas of improvement can you implement to better improve your art direction sense in the future?
- I think I still have a lot to learn. In the future, I want to look at more games and study how different art styles are used to support gameplay and storytelling. I also want to improve my understanding of color, composition, and visual hierarchy so I can make better design decisions. Most importantly, I want to keep practicing and asking for feedback, because every project helps me become more confident and improve my art direction skills. I want to develop more fun features so that more people can enjoy and relax while playing.

















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