Children’s Book Adaptation: Developed Environments and Game Cover

With my initial sketches, I was then able to go into photoshop and add colour to show what the environment is actually like. For example, the drawing of the planets does not show what environment they are filled with, therefore I added the colour, for examples green for the forest planet, so that it was obvious what this planet was.


It also allowed me to finalise my concepts and refine them so that the outcome was clear and gave a good visual for our game. One of my environment drawings was Emerald planet but this was not clear as it just looked like a modern city with skyscrapers, therefore by adding the emerald colour and the corruption from the witches castle I was able to make this apparent. I wanted the corruption part to look like it was bare land like a volcano, impossible for nature to grow or animals to survive and so I did this by using a dark grey to give the idea that ti is bare rock.

One of the galaxy layouts was perfect for the game logo and I decided that this would be good for a design of the game cover. In photoshop I wanted it to look like the book since our game is based off one, and then the logo would be a textured gold to represent the yellow brick road galaxy. This design is simple yet effect but before setting on this design I also took one of my environments and made that it into the game covers. To improve this further in the future I would like to take the Dorothy character design from my fellow team mates and insert her on the cover, but only slightly visible.

Game Cover design 1.png

After all of this, I then decided I wanted to create another environment concept this time focusing more on the witches tower as it would be a key environment in the game as this could possibly be the location of the final boss fight. I wanted to recreate what I did in my previous drawing in which it shows a castle on a mountain, however, i wanted this to be more detailed. I had the idea that this castle used to contain royalty or maybe used to be owned by Oz himself but because of the corruption of the witch it has deteriorated over time and crumbled. I used photoshop so that I could imitate this and make it appear like a dangerous sd environment rather than it just being a sketch. I am glad I decided to create this as it gives me a better visual of how the game would possibly look. It even shows me that the broken bridge in the drawing could be the final cutscene of the game as this is a hard to reach a place that the player has not seen before.

Witches Castle.png

Children’s Book Adaptation: HUD

The inventory system for this game had already been completed as part of a project in creative futures and can be found here. The basic idea is that it is a satchel which is visible on the hip of the character. The inventory HUD will show the actual inside of the bag.

Heads Up Display

The heads-up display is an important part of a game as it gives the player relevant information that will allow them to achieve a task. The most simple form of HUD usually contains the player’s health and a map.


Before creating any designs I decided to look at how other games have approached the HUD and see if that could inspire me with my designs.

Halo 3

The Heads Up display in Halo 3 has been designed to match the sci-fi style of the game. This is done by making the HUD partially see through so that it gives the illusion that it is a hologram. It keeps basic and simple colours so that very little in happening on the screen. The reason this is done is so that it does not distract the player from the actual gameplay itself. Only vital information is shown that is needed for the player to enable them to figure out where they have to go/where enemies are, and how much health they have. In the third iteration of the Halo franchise, the health bar acts as a shield. When it is fully depleted the entire HUD flashes red, implying that the player is one shot from dying.


World of Warcraft

The HUD is a very important part of Blizzard’s World of Warcraft since it is an MMORPG. Lots of information has to be shown on the screen that gives information to the user specifically and also information of the other players on the game. The HUD tries to be as compact as possible, containing small icons that are barely visible to ensure that not much of the gameplay screen is taken up. Since World of Warcraft is a fantasy game the HUD is also created in this style. It is made to be elegant and appear like it is made out of stone with engravings to show a high level of detail. The customise mechanic is heavily used within this HUD as the player has complete control of the position of the HUD. For example, the skill bar can be moved from the bottom to the side. As well as this the style of the HUD can be changed be the player. The game allows users to insert their own theme which can change the entire style of the HUD.


Elder Scrolls V: Skyrim

The approach to the HUD is very different in this game as Bethesda have tried to minimise this as much as possible so that there is more visible gameplay for the user. The majority of the HUD including the health bar and stamina bar are hidden until the player enters combat as this is the only time when the player needs to see it. However, this is minimised further as the health bar and compass as combined due to the fact that the player will not need to see which was is North when fighting an enemy. The most common element of a HUD in an RPG (role-playing game) is a mini-map as this allows players to easily find available quests. Instead of having this Skyrim simply has a compass bar at the top of the same which essentially does the same thing but with the benefit of taking up less space on the screen.

Dead Space

This game uses the HUD in a very different way as it is an actual physical design in the game that is not just what the player can see. The character you play has is wearing an exo-suit which has two LED meters on the back of it, these act as the health bars. BY having this there is no need for extra bars that cover the screen, the health is shown in the same space as the character in a unique way that also adds to the sci-fi style of the game. Another element of this HUD is the ammo. Usually, in games, the ammo of the carried gun is shown at the bottom corner of the screen whereas in Dead Space it is simply shown on a LED screen on the gun itself, which can be seen when the player zooms in. BY having all of this the immersion is contained as whatever the player can see, the characters within the game can also see that.



Before settling on a design for the HUD I decided to quickly draw out lots of different possibilities. These included different items within the HUD as well as just different positions. Once completed I was still unsure on which one I wanted to use as the final HUD so I decided to ask the other members of my group and get their opinion. After some time I finally narrowed it down to one design which everyone seemed to like and I decided to use this as the final HUD.

Scan_20170424 (2)Scan_20170424


To finish off the HUD and refine it I took it into photoshop where I was able to add the colour to represent the health and stamina bars, and also add colour to the character coins in the party section which simply resemble the character. For example, I choose grey for the tinman coin since he is made out of metal, and orange for the lion coin as this is the colour of their fur. Using some of the sketches from my other team members I was also able to add a character to show where the other characters health appears as well as show that the top circle is the portrait for the main character.



Boxer Environment


To add a definitive narrative to my boxer character that I created in one of my earlier projects I wanted to create an environment that showed both of the characters in. Since I had decided my characters where sensei and training robots I already knew that I wanted some sort of dojo within the background of the environment. I had the idea of showing the character on a courtyard, training, with mountains in the background. Along one of the mountains would be a staircase that led to the Dojo on top. I gained inspiration for this Idea from the building that houses the League of Shadows in the movie Batman Begins. By having it surrounded by mountains and trees it shows that it is remote and cut off from the world implying that few people know about this place. This then led me to sketch out a rough version of what my environment would look like.


With the environment, I went into photoshop so that I could refine the design and add colour. This also allowed me to add the final concepts I did of my character to complete the concept and show the final narrative.

Children’s Book Adaptation: Initial Environment Sketches

Coming out of the research stage of this project I began sketching different ideas for what the environments could possibly look like. I created just simple sketches of each of the major environment on the planets including Kansas, the forest, emerald city, and the munchkin islands. These were just basic ideas of what the environments could possibly look like.

From these initial sketches, I decided to begin creating the maps that would be shown in the minimap and on the menu for each of the planets. These maps were fairly simple and where basically a top down view version of the initial sketches that I did.

I also decided to do this for the galaxy map as the player would have to navigate from planet to planet and that meant that they would need a map in order to do this. I created multiple different designs of what the galaxy could look like before settling on the final version. I found that this also made a good logo which could possibly be on the front cover of the game.

My next step will be to develop these sketches further, creating multiple variants influenced by the research that I did previously. I will also use the logo and environment designs to create different ideas for possible game covers. I will also begin to create designs for what oz’s house could look like as this is a crucial part of the story. As for the maps I would like to start designing the menu as these are where the maps will be visible.



Mini Brief: Pride and Joy Concept


The aim of this brief is to create either a hanger, a garage, or a dock with a relevant vehicle shown taken apart, being repaired. For example, for the change, a jet would be a good choice. As well as this a pet must by shown near or on the vehicle, awaiting the return of the owner. The environment must be cluttered with things found in that place as well as show the personality of the owner and as if it has been life half way through repairing the vehicle. The final outcome would be in the form of a 3D model. Not only was this project about expressing my perspective skills but also about give a narrative to a piece so that it gives a backstory or a reason on why it is designed that way.


To start off my sketches I drew small little thumbnails of different ideas for this brief. This included different environments as well as different vehicles. I also wanted to try drawing different perspectives. Even though I can change the perspective when on the 3D side of this project I felt like doing this would give me a better understanding of how I wanted it to look as well as what items looked best where.

Final Idea and Sketches

These thumbnails gave me lots of different ideas which I could then use to start my initial sketches. I decided that I wanted to proceed with the garage task for this project and started drawing the different props commonly seen in this place as well as the possible vehicle that could be placed in the garage. I went out and got the reference from my garage of what the environment would look like when it has not been kept looked after. I finally decided that I wanted a Baja as a vehicle in my garage and that it would be on a car lift so that it was more convincing and that parts could be removed from the vehicle.


I also decided on a perspective for my final render after drawing multiple different angles of the garage. This would then be shown in the final render of my environment. When deciding my perspective I took the rule of thirds into consideration. I know that my Baja would be in the centre of the garage meaning that the final render had to be from a diagonal so that it would position the Baja at one side and still show lots of props.

Photo Bashing

To help me visualise my final outcome I went into photoshop and made a photobash which included the basic elements that would make up my garage. I tried to do this in the perspective which I had decided upon so that it would give me a clearer understanding of how the final render would look and what props would be visible. When doing this I found that I had to change the shape of the garage as the shelves could not be seen, therefore I moved them on the back wall so that they could include more props.

Garage Photobash

Grey blocking

Before creating my 3d render I went into SketchUp and blocked out the environment including where I would roughly like the props to go so that the filled out space. As well as this I was also able to use the label tool in Sketchup so that I could easily see what each prop was meant to be and where it was meant to be.

3ds Max

Using my sketches I then went into 3ds Max and began modelling. I started off with the vehicle as this is the largest and the focus of the render. I created all different props which would be commonly seen in a garage such as a workbench, a toolbox, and storage boxes. These props would also be duplicated to fill out more of the space of the garage. The pet I decided on was a cat as they are known to linger and considered loving. This would help with adding to the narrative of my piece.


For my garage I wanted it to appear as if the owner had been working on the Baja but was unable to complete it and had not done for some time. Shown by the accumulation of different tools and boxes. To help with this I added a plate of food half was eaten and a drink to show that the owner had suddenly left and never returned. This is further shown by the cat as he appears to be laid down under the Baja, waiting for the return of the owner.


When adding the props to my environment I noticed that the position of some of the objects had to different from my grey blocking so that they were either visible in the final render or so that they looked like they belonged. I decided not to include some of the props such as the lights and the generator as the position of them would not be in the final render. Also since I knew that I wanted the render to appear as if the sunlight was entering through the garage door I felt like I didn’t need to make the light as it would not be on.  I also used a debris maker script so that I could include leaves which appeared to have blown in from the front door. Making the garage look dirty and unused.

Final Render

My final render used lights to give the effect of sunlight entering from the exterior and was then rendered using a camera positioned in the place I decided in my sketching stage of the project. This also helped give light on the props at the back of the garage which are less visible The final render ended up being a slightly different perspective to what I originally decided upon as a realized that a lot of the props and the door could not be seen in that view.

Final Render


With my final render, I wanted to create a presentation sheet, similarly to what I have done with my past projects. This will allow a viewer to easily see how I got from the beginning to the end of this project. It also showed everything neatly and only contained relevant information, including what added to the narrative.

Pride and Joy Development Sheet


For this project, I paced myself well making sure I had the relevant sketches completed before moving into the 3d so that it would make it easier for me to imagine the final render and know what would be in my final environment. This is certainly one of my favourite pieces that I have done so far, as I have paid more attention to detail making sure that it contained lots of props that filled out the entirety of the area yet didn’t look out of place. Even tho the final piece of this project was a render I’m glad that I created a presentation sheet as it matches the recent projects I have done and helps me to maintain a theme. This is beneficial for me in my portfolio.



3ds Max: Improved Props

To help with my skills in 3DS Max I wanted to go back and revisit some of the props that I made in the first semester. Instead of going straight into the 3D software I began this small project by drawing out the props I wanted to create. This way I could break them down into the key component as well as visualise them in perspective.


The first prop that I decided to create was the cart as this was one of the first 3D props that I made. I began by drawing out the cart in perspective as well as breaking it down it to its components. This was fairly simple as it was mainly made up of boxes.

Scan_20170330 (8).png

IN 3D I could easily create this and since last time I have learned lots of new techniques that meant I could make it more realistic. This included the bend modifier. I tried to include more detail with this version and think about how it fits together. For example, I created individual planks that make up the cart as well as the wooden planks that lay underneath the cart, connecting it all together. With the first attempt at this I simply placed the wheels on the side but with this version, i connected them to the under the beam.

Final Render.png


Similar to the cart I also recreated the square shield that I did about also decided that this would b e more of my own design rather than from a reference. I drew out the shield in the shape that I wanted it to be as well as with all the components that would make this up.

Scan_20170330 (9).png

I think that my first shield wasn’t too bad considering I just started, however, this version looked more polished and professional. It may differ a lot from the original design however I like this as it is more of my design rather than just copying from an image. I’m glad I decided to redo these props as I feel like ti helps show my progression. This is something I will then do again in the future to show more improvement.


Mini Brief: Boxer

The brief

The aim of this project is to design two different boxers. These boxers have to contain a narrative as well as a use of how hey could be used within a video game. The narrative could possibly be shown by a pose that they are placed in. As well as this one of the characters must be human, the other can be whatever I desire.


Arnold Tsang

Arnold Tsang is a character concept artist from the United States mainly known for his art on Overwatch. Looking at the different pieces that he has created i is clear that his style is cartoon/animated rather than realism. Using bold black lines to highlight specific features of the character. A big inspiration that I can gain from this concept artist is they way the characters are designed. Each character has been designed so that if they were just silhouettes they would easily be recognisable. For example, the character ‘tracer’ could easily be recognised due to her long spiky hair and ‘McCree’ could be recognised because of his large western cowboy hat. When I starting my sketches this is something I need to think about.

Marco Nelor

Marco Nelor is a character concept artist that has worked on successful games such as Mortal Kombat X. I thought that it would be a good idea to research a fighting game character artist as these characters will be the most similar to the ones that I create as the boxer would most likely in a fighting game. Looking at the different pieces that Marco has created it is clear that he goes for the realism style, making the characters look as close to real life in possible in terms of the characters figure and proportions. Since this is a fighting game, all of these characters have a large figure with extremely defined muscles so that it is obvious that they are a warrior. I feel like this makes sense but makes all the characters too similar. None of the characters is skinny or just larger in body fat. However, one piece of inspiration that I can take from this artist is that the clothes the characters were given a narrative and backstory about the character. A good example of this is a piece showing a female character wearing dog tags and military equipment. This obviously shows that this character has a military backstory but also that they are a diverse range of characters in this game and not just ‘ninjas’. Another good example is a concept of the main villain of this game. The clothes of this villain appear to by of ancient fashion due to the colours and abnormal shapes of the shoulder pauldrons. This then gives the narrative of this character making it appear that he is possibly magical and thousands of years old.

Initial Sketches

Starting off this the design stage of this concept I began drawing simple ideas for my characters. immediately knew that I wanted one of my characters to be a robot as this would give me lots of design choice and they are rarely seen in fighting games, or just as a playable character in games in general. looking at the techniques I have learnt in the past I found that one of the most useful for designing my robot was the silhouette technique. This was similar to the scribble pareidolia, however, the shapes are more controlled and can be more like characters. The pareidolia technique would be better if designing a prop or vehicle. When doing this I took my research into consideration and tried to give my designs key features that would make them stand out.


Sculptris Idea Generation

For the human character, I came up with my idea using a different technique. I began using a program called ‘Sculptris’ and creating shapes giving very little thought to what the final outcome would be. After a good hour using this program, I could see an idea within my working. An old man with a long thin moustache, reminding me of the Sensei from the kill Bill Movies.

Sensei Model


With my sensei character, I then began sketching using the Sculptris file as a reference for how I wanted my character to look. I used the head and scale of the character off of this but then wanted to add traditional Chinese robes so that it was obvious that he was a sensei. I used reference images found on the internet as a guide to designing the clothes. The key element that I noticed was that the clothes appeared to be ‘baggy’, hanging loosely on the Senseis. I tried to imitate this for my character.

My initial sketches had led me to come up with an idea for my robot and I began to develop him further creating variations that showed him as a boxer and as a warrior. To make him stand out as a silhouette I decided to give the robot abnormally large shoulder pauldrons, similar to how they do it in ‘World Of warcraft’. This way the silhouette would show a tall skinny robot with out of place shoulder pads. Since the brief stated that the character could not use weapons I knew that the variant showing him with a shield equip would just be an alternate design. For this character I knew that I wanted it to be obvious that he was a boxer, therefore I added boxing gloves to my sketches and make it look like they were crudely attached to the robot using tape. This was so that it appeared as if the robots original purpose was not to fight. I wanted the robot to be related to the Sensei and I came up with the idea that he would be a training bot. Since the Sensei would be in a guild it is most likely that there would be students that needed to train. The purpose of this robot would be to be the opponent of these students. I wanted this to imitate into my design, therefore, I thought it would be good to have engravings on one of the shoulders of the robot that read ‘training bot’ in simplified Chinese.

3D Model and Posing

I then drew my human character in multiple poses showing a stance for fighting and him meditating. I used an image off of google to show a typical fighting pose of a Sensei. The reason that I decided to draw my character meditating as from my knowledge of films and animations that have contained a Sensei, the main thing that they seem to do meditate to try and find piece. A good example of this is Kung Fu Panda.

Finishing off the design of my sensei I then created a robot arm using 3DS Max and attempted to merge this with the existing Sculptris image to create my final character design.

3d Modelled Sensei.png

After developing my robot I wanted to create a 3D model so that I could easily pose him. I did this using the drawings I did as the reference for how he should look and stand. I also used a boxing stance reference picture off the internet to help me correctly position him. When creating my robot I had an accident within the software which was that my character duplicated. Most of this looked extremely weird and was deleted however it duplicated the arms and ended up improving the design of my robot. Making the final idea a four-armed robot instead of two like I had originally planned.

Final Images

Finally, I took the drawing of my posed Sensei as well as the 3D image of my posed robot into photoshop and began recreating them, refining the design and adding colour so that it was obvious what material the clothes of the Sensei where and what material the robot was made out of.

Development Sheet

I made a development sheet for both of these characters so that it was easy to see where I started and how I got to the end of this project.



Looking back over this project I feel like there are certain elements where I have exceeded my limitations, especially in the 3D area of designing organic models. I feel like I have researched more than usual into the subject of my project and then used this as inspiration for the final outcomes.Using 3D software for character design Is something that I haven’t done in my past character design projects and I feel like it is certainly a technique that helped me extremely well. It enabled me to pose the designs of my characters easier as well as show them from different angles easily.

I still feel like character design is the subject in Games where I am lacking due to my drawing of anatomy. However, by practising sketching and comparing this project to my previous character project, I can clearly see an improvement in the shape of my characters and how they should be positioned.


Mini Brief: Motorbike

Starting this project I was given the task of modelling a motorbike. However, I couldn’t just go on the internet and find one that I liked. I had to go out and find a bike which I could then take pictures of and use later for reference. The reason for this is because it gives me real world experience of the source material that people in the gaming industry have to get and how they have to get it. It also meant that I could get up close with the vehicle, giving me a better idea of how each part fits together.

With these reference shots, I then Identified the bike so that I could go on the internet and gain even more images that would help me model this bike. With these, I then began my model by drawing out all the different component of the model. I did this in a way so that I could model it all separately and then bring it all together. This way I would be able to concentrate on one part at a time without other pieces being in the way.

Using my sketches I began 3d modelling. I made all of the pieces using cylinders and boxes. This was to ensure that I was using quads at all times. To create the correct shapes I used a technique which I had previously learnt from my Iron project which was to use the FFD modifier. This allowed me to easily create the shapes I needed for the bike. A little trick I used when creating my model was to allocate different material numbers to different parts of the bike. For example, the bodywork would be green whereas the wheels would be blue. The reason I did this is so that it was easy to separate all the pieces from each other.

With my model finished I rendered it in multiple ways. I made a rotation sheet so that all the sides were visibly seen. I then rendered two other images which showed just the bike, which I could later go in photoshop and texture over the top, and the other so that I could add realism to the bike. I rotated the bike and moved the side stand so that it appeared like it was properly stood up.

I also created a development sheet so that it was clear how I started this project and how I got to the final model.

development sheet

This project has been the largest that I have done so far and I have used a lot of techniques learnt from past projects. A good example being the use of the FFD modifier to shape the panels. However, there are some techniques that I have learnt which I didn’t find too helpful with this project. One of the most recent techniques that I had learnt was to chamfer corners so that they weren’t as sharp when it came to texturing. However because of the shape of my model it meant that I didn’t have any corners which needed to be chamfered as most of the bike had either straight or rounded panels. Overall this project has allowed me to increase my 3d skills. I am glad that I had one of the harder models as it enabled me to push my limits and caused me to plan out how I was going to create this model.

Developing 3D Skills: Iron

For this task, I was randomly given an object to 3D model. This object had to be based on its real life counterpart sitting on the table. The model had to be as close to the real-life piece as possible and only needed to show the detail of that. What I mean by this is that since the iron was stood upright, there would be no need to model the bottom of it as it can not be seen.

I started off this project by drawing the iron in multiple different perspectives so that I could identify the key shapes that make the Iron. I then began to break it down into its core elements which included a drawing of it from the front, back, and sides. Then drawings of the handle separately and all of the buttons separately. The reason that I did this is because these items would have to be modelled separately, therefore, it makes sense to draw them in advance so that I don’t need to try to visualise the object on its own.


After finishing my drawings I began to 3D model the Iron. I found that the easiest way to gain the shape of the iron was to use an FFD Box modifier since the iron was curved in two directions. To make this easier for myself I only did one-half of the iron and then mirrored it as this would give me an exact copy so that both sides lined up.

I Then created the handle using the bend modifier as this allowed me to easily curve a cylinder into the correct shape. I had to adjust the vertex’s so that it aligned with the front panel smoothly and didn’t look out of place. I found that the best way to gain the shape of the handle was to just create half of it as if I had done an 180-degree bend it would be too rounded and cause me more hassle. By creating just one half I could adjust the length and shape which then gave me more of an oval shaped handle when I mirrored it. The mirror tool benefitted me a lot with this project and has certainly increased my thought process with the beginning stages of the project as I feel like I try to think of the easiest solution before creating the work unlike what I have done in the previous projects where I start and then realise how I can do it more easier.


Finally, I created the buttons and the lead for the iron. These were fairly simple to create as the buttons mainly consisted of bevelled cylinders and bevelled cubes.I made sure with the cylinders that I was only using quads, I deleted the inner polygons of the caps and replaced them so there was no tris. The lead was made using a cylinder which I added the bend modifier to 180 degrees and then mirrored to gain the complete ring. The reason I did half is because I wanted it to sit as closely to the Iron as possible and this was easier If I did it piece by piece. I then mirrored the lead multiple times and slightly moved them so it looked like the lead had been wrapped over itself multiple times. The plug was simple to create and I used another mirrored lead which was attached to it and then hidden in the bundle of lead.


The mirror tool benefitted me a lot with this project and has certainly increased my thought process with the beginning stages of the project as I feel like I try to think of the easiest solution before creating the work unlike what I have done in the previous projects where I start and then realise how I can do it more easier. As well as this I feel like I am slowly getting better with the program as I am starting to understand more of the modifiers, especially the FFD. If I didn’t use that modifier I doubt I would have been able to complete this project. The finished render came out really well for this project and I have tried to keep the Iron to scale as much as possible using measurements which I made off of the real life version.

When trying to improve my presentation in Creative Futures I improved the materials used for my iron aswell as the lighting and the background. This was to make it look clean and finished. I went for a light orange colour so it looked like a clay model, subtle, but would stand out in a bunch of images.

Mini Brief: Initial Bridge Sketches and Development

After finishing my research I decided to start drawing some initial sketches that will help me to gain a final Idea. At first, I wanted to familiarise myself with the different types of bridges, specifically the ones that I found the most interesting. II drew my own version of each of these bridges, trying to consider what visual element made them that type of bridge. For example, the long pillars and support cables clearly indicated that the bridge was either a suspension or cable-stayed type depending on if the cables were curved or straight.

I then moved on to designing my own type of bridge. Just like with my other projects I decided to use pareidolia scribbles as this would give me unique shapes. If I were to just start drawing to come up wth my initial ideas I would probably be heavenly influenced by popular bridges and bridges that I see on a day to day basis, such as the Humber Bridge. When drawing some of these bridges I could see lots which I felt could be further developed and add more detail to them.


Using all of these sketches I then developed some of the pareidolia sketches. I did this on the ones that I felt had potential and some of the other designs were abandoned. For example, the ‘cage’ looking bridge which is obviously a truss bridge I felt like it didn’t look unique and just looked like an already existing bridge, perhaps influenced by the research that I previously did. When developing my sketches I tried to create alternate designs so that in the future I can then expand on them further or possibly combine the designs and so that I could implement the different bridge types into my designs. Just to help with the next stages I also annotated my sketches so I roughly knew what each piece of the bridges was and what theme and time set fitted them the best. This would benefit me when applying a narrative and a background to the final concept.

Next, I will take these sketches and experiment with them in photoshop adding various different colours to fit the theme and the narrative. As well as this I’m going to make a real model using various craft items so that I can visualise all angles of my bridge and how it will work. This should lead me to my final idea