Major Project 1 [ Task 1 : Proposal Development ]
02.05.2025 - 02.19.2025 week 1 - week 3
Sheryne Axellia Putri / 0367267 / Bachelor of Design (Honours) in Creative Media
Major Project 1
Task 1
TABLE OF CONTENTS
1. Instructions
2. Feedback
3. Reflection
INSTRUCTIONS
Week 1 02.05.2025
Task 1 - Proposal Development
You are to work as groups in presenting an innovative concept that introduces unique social, cultural, and/or economic value to the intended target audience within your chosen field of specialization.
You are to conduct research on current technology and design trends that influence and benchmarks your area of specialization.
1. Progress
1.1 Brainstorming
In this module, the lectures will briefly explain what we are going to do. The students are separated by specialization. Since I am in graphic design, my lecturers are Ms. Anis and Ms. Vitiyaa. We need to form groups of 3 to 5 members. I formed a group with Aisya, Ying Ying, and Lizzie. In the first week of the tutorial, we were tasked with creating a proposal for our final year project.
As a group, we discussed the theme and topic we wanted to pursue. are the ideas we discussed:
- Themes for Content
Environmental Awareness
- Fast fashion awareness.
- Ocean and sustainability-related content.
Culture
- Social media campaign on Indonesia-Malaysia similarities & differences.
- Music and food culture exploration.
- Culture-related typography.
- Zines & illustrations.
- Graphics with colorful design.
- Game Development:
- Card game (like UNO) based on urban legends.
- Traditional games from different countries combined.
- Language learning flashcards with folk story characteristics.
Other Themes
- Sleep awareness.
- Health conditions (possibly related to MBTI?).
- Valentine's Day & couples (different ways to celebrate).
- Humor-focused content (funny/parody).
- Travel-related themes.
Week 2 02.12.2025
We consulted our ideas with Ms. Anis, and she found the idea of creating a card game based on Indonesian and Malaysian folklore characters.
We began brainstorming the game mechanics, and I suggested a concept similar to Remi. Aisya and I searched online for various card games, experimenting with Remi, blackjack, and poker. However, we found some disadvantages in using Uno as our base concept due to its total of 108 cards, which we felt was too much for us.
After consulting with Ms. Anis again, she shared examples from the senior's work related to card games. She mentioned that with our group of four, we could effectively manage the cards. Additionally, she suggested narrowing our focus to just one country, specifically the folklore characters of Indonesia from each region.
We have to change our problem statement if we only focus to Indonesia country, that is to tell the culture of Indonesia through something fun and engaging but also to have a hidden message in it.
Our group continued our progress by listing folklore from Indonesia (also Malaysia but not used):
1.2 Ideation
Week 3 02.19.2025
I need to create the designs and sketches for the cards, ensuring that the traditional clothing and motifs used are accurate. To assist with this, I provided a ppt presentation explaining the traditional clothing from each region, along with relevant details. Which later, added by my members for more information.
1.3 Mood board
The folklore characters I am going to illustrate are from the story of Timun Mas, who is the protagonist, a young girl being chased by a huge giant known as Buto Ijo. Both characters originate from the region of Java.
I have taken inspiration from traditional batik patterns and motifs from Java, from the ppt slide that we have gathered. The motifs will be used for the borders of the cards, ensuring that each region has its own motif design.
Other than that, I have to think about the design and art style of the characters. We counted our characters to be 41, but it could be more or less. That's why I think we need an art style that everyone in the group can use or copy. My group members talked about this issue, and they are free with what whatever style I can do as long as it fits our theme.
1.4 Sketches/Card Design
a. Deciding an art style
When creating the illustration I was still feeling unsure of what direction we wanted the art style to be, and the color palette. When I think about folklore, I think about warm colors and intricate lines. But at the same time my group members have different ideas of art styles they want to use.
So we made a mood board for our card/packaging design, there we put kind of art styles that we think match for the card.
- 1. Art style
Lineless works but quite complicated details. Use shadings and lightings when needed.
- 2. Art style
I suggested an art deco style using geometric and sharp lines so that all four of us could work on the illustrations together using Illustrator.
- 3. Art style
I come up with 2 styles, one using line art with soft curves, while the other has shapes and lineless, the bottom row is if my member prefer a warm tone.
After showed this to my group member they liked the bottom left, the one with the warm tone and line art. So I figured that they may actually prefer the 3rd art style I've shown above.
b. Sketch results
Using the same character, her name is Timun Mas, she is from the folklore of the region of Java. After making her character design and determined the art style. For Timun Mas I really like that people drew/depicted her wearing green/brown, and her hair is either not style, or in just a simple bun.
I made 3 card designs, below:
- #1 is on the left, I maintained card design focused mainly on the character, while the Java motif in the background does not clash with other elements.
- #2 the middle one, I combined the elements from Java (Padmosari (Java's rafflesia flower) with the batik pattern, but it looks too much.
- #3 is on the right, which my group members all picked to be the better one, while I like it too, but I'm still picking to choose #1 or #3.
Later on, we go with #1, and for our presentation, I need to make another card, since it's a matching card game, Timun Mas need her match (not in that way).
So, from the original story, Timun Mas was being chased by Buto Ijo, a green giant/monster that created her from a cucumber.
This is the Buto Ijo card, we were planning foe each cards will have different background colors, so the matching game is harder.
2. Final Outcome
- TASK 1 - PRESENTATION
FEEDBACK
Week 1
General feedback, Our chosen topic is to aim to highlight the rich cultures of Indonesia and Malaysia, blending their traditions into unique travel experiences. Each theme presents a chance for engaging and impactful content.
Week 2
Specific feedback, After given consultation from Ms. Anis she picked our idea regarding Malaysia and Indonesia cultures with card games.
Week 3
Specific feedback, We took a new direction in our project after carefully considering the feedback we received. Our focus shifted solely towards the rich of Indonesian folklores, prompting us to dive deeper into their enchanting stories and ensuring we accurately captured their essence. We did our presentation for Task 1. However, we were informed that our "matching-card game" concept lacked replayability. Inspired by this insight, we began to explore the possibility of transforming it into a collectible experience, adding layers of excitement and engagement.
REFLECTIONS
Experience
In week one, I can already tell that this module will require a lot of work, but I’m really glad to be teamed up with my group members. They are open to new ideas and fun to talk to. I’m still trying to figure out how I can draw 41 characters, but I really want our cards to look great and be visually appealing, so it’s all good lah.
Observation
I’m reflecting on the challenges of gathering feedback from a diverse group of people while brainstorming a result that appeals to the majority. One key aspect we’re considering is the replayability of our game. Our game, while primarily focused on education, also strives to maintain an engaging and enjoyable experience. Balancing these elements can be quite a task, as we want to ensure that it captivates players while still serving its educational purpose.
Findings
Researching the region's province before looking for folklore is best. Additionally, we should research accurate Indonesian clothing and accessories, mainly from the Majapahit era, to ensure our purpose of spreading Indonesian culture is accurate.
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