For pitch, I presented my recapped the objective for my project as well as showed the new variations of the character designs from the thumbnail and more detailed sketches I had done at the end of last semester. I also went into detail about the journals I have been looking at, looking at group mechanics in Second Life. Feedback stated that it was very informative, however, I didn't explore the visual element of this very well. I would have to return to explore the role of things like Silhouette, Colour, texture and form if I was to apply this to my own characters.
I had also talked about hierarchy in the group in both a rank, and visual style with sub-categories splitting up the group into more specific segments, down to a level of "Role". I then went and talked about the levels of abstraction a player has within how he relates to the group. This however didn't link back to my own character designs very well. When I went on to talk about the designs of my characters from last semester, there was no evidence that there was any form of hierarchy within the characters. Though I was attempting to show varying levels of group participation with The Hermit character, it was unclear how this linked with the project and to why I made these design changes.
Feedback also stated that characters
seemed quite generic which was quite disheartening. It was suggested that I add more of an unusual twist to them to make them more visually interesting. I would also need to take a step back to explore multiple areas, rather than focus on just one theme.
I was also to be careful not to make the character sculpts, specifically on the male, too flat. The front and sides didn't seem to flow well.
Main changes to make...
-Clearly show group hierarchy
-Add more of a twist to the characters
-Experiment with other areas.