Going Back to the Worlds

Over the break I had a chance to do some pieces based on or inspired by the worlds I worked on over the semester, and having time to do pieces purely for my own enjoyment was really nice!

Here I used inks to mess around with some colour theory, for Hourglass World, I also added some of the characters from our animatic to the first piece.

I wanted to play about with styles here a bit. This character from Marble world is meant to be a child so in the first piece I wanted to draw her more child like while experimenting with my own style. I changed her outfit slightly as I felt this was more fitting to the time period the character is based on.

During this project there was an integral need for cohesion between out styles so on the second piece I wanted to draw Lorna in my own style. I wanted her to look excited but also wanted the piece to have some context, so this was based on how I imagined she would have reacted the first time she was told that there was other layers to her world than just her own.

In the last piece I wanted to draw Lorna with a creature from the second or third layer, unfortunately I got a bit carried away and forgot about the other character that was meant to be in the scene and did the background!



Semester 1 Module Assessment

University is a very different environment to high school, meaning that knowing what to expect was difficult, especially as this is a design course with a lot more freedom to be creative and as Conánn said, “there’s no wrong answers.”

This semester has been very well structured with each week helping us build our skill base and presenting us with new challenges. The lectures, workshops and tutorials have all been interesting and informative, as well as this, first hand stories told to us by Michael and Conánn have put in to perspective how necessary the skills will be for us when we enter professional environments.

Using the information we were given to produce interesting pieces in software that was unfamiliar to a few members of the group (myself included) such as After Effects and Photoshop gave us a chance to develop new skills and driven us to better ourselves. Something else which was entirely new to me was life drawing which was so beneficial and seemed to be taken for granted by members of the class. Looking back through my work from this semester it is clear to see how these classes have improved my proportions and perspective and hopefully we will have opportunities to attend life drawing classes again next semester.

Group work is another aspect of the course which was new to me, although in high school there were opportunities to work in groups, it didn’t often happen so working throughout the semester with different groups has been a new and interesting experience. There have been groups that have been wonderful to work with, where members gelled really well and encouraged and inspired each other but there have also been groups that were not so strong due to a lack of communication or other factors. Overall however, this has created an insane dynamic among all members of the class and we have bonded so much in a short space of time, learning and growing together along the way. The fact that everyone on the course encourages and supports each other has also made it easier for me, personally, to take constructive criticism and be more open to letting other people’s ideas influence my work.

The course does of course have it’s fair share of stresses, which is something that can be very difficult to deal with but the fact that there are other people relying on you working with them but no one forcing you to work has driven me to be more self motivated and determined, even when there has been times when problems out side of uni have affected my ability to concentrate on projects fully.

Addressing large groups of people with presentations each week has also been a struggle, especially when it involves trying to explain and convince people of your ideas. As the semester progressed, presentations became less intimidating and my abilities began to improve to the point where notes are no longer needed to prevent myself from messing up my words!


As part of this project we have to do a presentation for the game that is a maximum of 15 minutes long.

Due to personal reasons, I was unable to help out as much as I’d have liked to with things this week and as Eoin and Rebecca were working hard at the animatic (like seriously, I’m in awe of these two) I began putting together the presentation.

After they were finished they came and helped me out with some things on the presentation. We then split up slides with who was most comfortable doing each part, unfortunately Philip was unable to make it in today due to personal problems and so we’ve been keeping in contact with him to make sure he knows what he’s presenting in the morning!

Here’s our finished presentation and Eoin and Philip’s amazing animatic!

More Carts

Eoin did some digital designs as well as a couple of GIFs showing how the cart works and the movement for the cart which can be seen below. I think that they’re are really beautiful designs.

I then took this in to Maya and came up with this:

I’m very happy with how this turned out considering it’s my first time modelling in Maya.


Eoin and I both had a go at creating posters to ‘advertise’ the game within the world.

rhea typography

Typography by Rhea

I wanted to do a poster that featured Rhea‘s gorgeous typography but also the aspects of our slide and one that featured the silhouette of the slide that Rebecca had designed and the colours of the layers that we had on the cart design also by Rebecca!


Problems Solved?


Scale Chart done in Character Design Week. (Lorna’s the wee black dot!)

Something that has been difficult throughout this project is the size difference between the characters in the other layers compared to those in the first layer.

Originally the idea was for there to be more than one slide, but then we decided that the game should be a sort of a time trail with the characters going down the slide one at a time, meaning that there would only be one slide. Rebecca came up with the idea that there could be a kind of groove or indentation in the slide  that the smaller carts could fit in to!


Eoin’s concept art for the slide with indentation

The other problem we had was trying to come up with a name for the game!

We had thought about cheesy  (awful) rollercoaster names and decided to cut that idea out completely before it developed (even if Mad Marbles does sound a lot like something a kid Lorna’s age would come up with..)

We then thought of combining the words marble and marvelous to come up with “Marbleous.” Everyone had liked this name, but I thought about takingthe idea of unity and such one step further..

I speak French fluently so thought about the idea of combining the French word for marbles “des billes” with the word marble to come up with Marbilles and after I pitched this it seems to have stuck, this means I can finally  finish up my posters!!

Marble Cart Design

For the marble carts, Eoin suggested that we make the carts unique for each layer that reflect the layer or the characters that the cart belongs to. We then realised that any extras on the cart could be a hindrance when it comes to the movement of the cart and so the design should be more streamlined for the track/ slide.

He did some amazing sketches based on the gyrosphere which the whole group loved and decided to base the cart on, it was simple but in my opinion a really practical and sleek design. Rebecca then did a sketch of this with all the colours of the world representing the unity the game has created.