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!




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.




When discussing cart design ideas, Eoin and Rebecca both thought of the Gyrosphere from Jurassic World, as I’ve yet to see that (unfortunately) they had to explain it to me.

The Gyrosphere is like a giant hamster ball that navigates 2 passengers around the Herbivore sanctuary. The exterior rotates freely, keeping the rotation of the passengers inside, completely independent. Eoin linked us to a video that I found really informative and this could explain how the carts work in terms of the laws of physics.

Now we need to look at how the slide will accommodate the cart. Will it be like the rolling ball sculptures I was looking at that are railings that the carts fit in to? Will it be like a water slide that the carts go through?