Mini Game 3 – Activity 2: Game Look & Feel

Mood board

mood board.png

Style & Mood

The words shown below define the style and the mood of Mini Game 3:

  • Friendly
  • Cute
  • Colorful

Fundamental Shape Structures

Chris Solarski wrote a game article on the website Gamasutra about “The Aesthetics of Game Art and Game Design”, which goes into a lot detail of the psychology of shapes and dynamic composition. The quote below talks about how shapes associate their own aesthetic concepts.

“Aside from the practical benefit of simplification, these shapes have been consistently associated with the following aesthetic concepts throughout art history” (Chris, 2017, para. 9).

These shapes would include:

  • Circle: innocence, youth, energy, femininity
  • Square: maturity, stability, balance, stubbornness
  • Triangle: aggression, masculinity, force

For this mini game project, the environment uses squares which can be interpreted as maturity, stability, balance or stubbornness. Furthermore, the level will follow a harmony path instead of dissonance. Lastly, the characters within the game will be use circles meaning innocence, youth, energy or femininity. Notably, the main character that the player will controls is a female which ties back to the femininity that is associated with circles.

Spatial Dimensions, Size & Boundary of Game World

“Video game worlds are almost always implemented as some sort of simulated physical space. The player moves his avatar in and around this space or manipulates other pieces or characters in it. The physical properties of this space determine a great deal about the gameplay…” (Ernest, 2009, para. 2).

The definitions shown below explains the spatial dimensions, size & boundary of this game world:

  • Spatial dimensions: 2D; the player can run left and right and jump up and down. The player controlled character will not be able to move towards the player (out of the screen) or away from the player (into the screen)
  • Size: small but filled with different level elements to keep the game interesting for the player
  • Boundaries: boundaries (or invisible walls) will be placed at the start and the end of the level to block the player from leaving the level

Game Setting

The words shown below define the game setting of this 2D side-scrolling brawler/platformer:

  • Historical period: medieval with fantasy elements (swords, bows, axes, magic, etc.)
  • Geography: similar world to Earth
  • Location: forest
  • Furnishings/décor: colorful
  • Architecture: ancient, medieval-like

Representation of People & Object

As this game will be set in a medieval world with fantasy elements, the people will be wearing middle ages clothing, which could either be represented as bright or dark (meaning dirty or showing age) garments. On the other hand, the objects will be ancient tools like swords & bows. Importantly, the representations of the people & objects will be cartoony instead of realistic.

Analysis of Target Audience

As for the target audience, this game project will follow the persona of Sally. The reasoning behind this decision, the game look and feel would most likely be appreciated by persona of Sally as they’ve had prior experience in gaming, and usually play games during the week.


  1. Ernest, A. (2009, October 2). Fundamentals of Game Design: Game Worlds [Web blog post]. Retrieved from
  2. Chris, S. (2017). The Aesthetics of Game Art and Game Design [Web blog post]. Retrieved from

One thought on “Mini Game 3 – Activity 2: Game Look & Feel”

  1. Hi Connor, I’m very happy to see you inspired by my Gamasutra article! You may be interested to hear that I evolved the original article into a fully-fledged book titled, ‘Interactive Stories and Video Game Art.’ The article’s concepts have been further developed and also applied to video game storytelling. All the best with the mini-game, Chris

    Liked by 1 person

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