sidharthojhavoid
sidharthojhavoid
Live Brief with VOID Interactive
12 posts
By Sidharth Ojha
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sidharthojhavoid · 4 months ago
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Blog 12 - 10th April
Using AI for Additional Artwork
Due to time constraints, I decided to use AI to generate an additional piece of artwork that I couldn't complete manually. Initially, I was hesitant about incorporating AI, but I realized it's important to view it as a tool rather than a threat. This mindset shift was reinforced by an enlightening conversation with Neal during my tutorial, where we discussed how AI can be integrated thoughtfully into a creative workflow. Ultimately, I see it as another tool in my creative toolbox — something that can support and expand my ideas, rather than replace them.
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sidharthojhavoid · 5 months ago
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Blog 11 - 3rd April
Presentation and Branding
Last time, I didn’t have enough time to properly prepare my presentation, so I’m now focusing on developing a stronger visual identity and branding for the project.
I experimented with several font styles and eventually settled on a gothic typeface, which I feel complements the tone of the world and gives it a sense of weight and mystery. For the background, I’ve decided to use a light, neutral color to help the artworks stand out while also giving the overall presentation an old, vintage aesthetic that ties in with the project's themes.
This step is helping me bring a more cohesive and intentional feel to how the project is communicated visually.
I also spent some time brainstorming different names for the project. After considering several options, I’ve chosen "Blightmarch" as the title. It captures the tone and atmosphere I want the world to convey — a sense of decay, struggle, and relentless movement — while being short, memorable, and thematically strong. Having a solid title is helping me further anchor the visual style and branding direction for the project.
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sidharthojhavoid · 5 months ago
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Blog 10 - 27th March
Gameplay Mechanics – Visual Exploration
I’ve started illustrating all the key gameplay mechanics for the map, as the single example I shared during the presentation wasn’t sufficient to communicate the full scope of the design. This time, I’m focusing on clear, simplified visuals that explain each mechanic without unnecessary detail, ensuring that the core ideas come through effectively.
Some of the mechanics I’ve begun illustrating include:
Machine Guns – their placement, fields of fire, and impact on player movement.
Tunnels – how they connect different parts of the map and allow for stealthy movement.
Cover Systems – the layout of cover options and how players can use them tactically.
Tank Blockades – obstacles or terrain features designed to restrict movement.
Supply Caches – key points for resupply or tactical advantage.
These breakdowns are helping me both refine gameplay flow and improve how I communicate design intentions.
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sidharthojhavoid · 5 months ago
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Blog 9 - 22nd march
Character Posing & Practicality
I’ve also started creating pose studies for the character to better understand how they move and function in space. While sketching out different stances—especially more complex ones like prone or crouching positions—I became more aware of the tubes, gadgets, and gear attached to the character.
This process highlighted some practical issues in the design. The hanging equipment made certain poses feel awkward or unrealistic, and at times the overall setup seemed a bit impractical for real movement. However, this led to an important realization: the bulkiness and weight of the character’s equipment actually enhances the theme.
That sense of being weighed down, burdened by gear, works well with the character’s identity—possibly reflecting their role, struggles, or place in the world. Instead of trying to over-simplify or streamline the design, I’m embracing this as a storytelling opportunity through form and function.
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sidharthojhavoid · 5 months ago
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Blog 8 - 18th march
Character Turnaround Development
I decided it would be a great idea to create a 360-degree view of the character, since up until now only one side had been fully visualized. This process revealed some interesting challenges. When drawing the character from different angles, I noticed they started to look noticeably thinner, which disrupted the visual consistency.
This made me realize how much bulky clothing can obscure the underlying body shape — and how that can vary depending on the angle. I had to carefully consider how the silhouette, posture, and layering of garments affect the perception of form, and how to maintain a consistent sense of volume and presence throughout the turnaround.
This exercise not only helped me solidify the character design but also gave me a better understanding of how to preserve character identity across multiple perspectives.
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sidharthojhavoid · 5 months ago
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Blog 7 - 15th March
Head Design Exploration
I’ve started working on more variations for the head design, experimenting with different shapes, details, and visual styles. Right now, I’m in the process of deciding whether to lean more into a rough, gritty, and weathered aesthetic or pursue something cleaner and more streamlined.
It’s been useful to explore multiple directions, as having options helps clarify what feels most aligned with the tone of the world. That said, I still find myself drawn to the initial design I created — it seems to best capture the identity and atmosphere I’m aiming for. It might end up being the foundation that I refine further.
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sidharthojhavoid · 5 months ago
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Blog 6 - 13th march
Reflections on the Presentation & Next Steps
Presenting the project has given me a clearer sense of what’s working and what still needs refinement. Based on both the feedback I received and my own observations, there are several areas I want to focus on improving:
1. Communicating Mechanics with More Clarity
I realized that many of the individual mechanics and design details I’ve developed weren’t coming across as clearly as I intended. I need to:
Provide deeper breakdowns of how specific mechanics work within the game or world.
Include concrete examples and use scenarios to help the audience understand their function and impact.
Support the mechanics with visuals or annotated diagrams that walk through interactions or outcomes.
2. Improving Presentation & Communication Skills
I need to be more confident and structured in how I present:
Plan my presentations with clear story flow — beginning with the concept, then diving into systems, visuals, and finally wrapping up with impact or vision.
Practice public speaking, even informally, to become more natural and compelling when explaining ideas.
Use visual storytelling tools better — including layout, typography, and rhythm — to guide the audience through my thought process.
3. Problem-Solving Through Visuals
Feedback showed that I need to include more visual examples of my creative and design problem-solving:
Step-by-step sketches or mockups showing the development of an idea.
Show how design decisions evolved in response to constraints or new insights.
Include moodboards, prototypes, or diagrams that show the progression from idea to solution.
4. Integrating Characters and Environments
So far, my characters and environments have been largely developed in isolation. To strengthen the cohesiveness of my worldbuilding:
I want to create key illustrations or scenes where characters interact naturally within their environments.
This will help communicate scale, material relationships, mood, and context — and show how the world and its people are truly connected.
These integrated visuals can also better demonstrate faction identities, technological contrasts, and narrative tone.
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sidharthojhavoid · 5 months ago
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Blog 5 - 9th march
Level Design Evolution
Initially designed as a linear experience, I'm now moving toward PvP or non-linear layouts to allow for more tactical diversity.
The map has been scaled down — I realized each section had enough detail to be its own level. It’s better to focus on one area and make it as strong as possible.
Multiple entry points, pathways, and player choices are becoming central to the experience.
I’ve also been working on a large atmospheric environment piece to lock in the visual tone.
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sidharthojhavoid · 6 months ago
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Blog 4 - 4th March
Tactical Systems and Inspiration
Inspired by Ready or Not, I'm looking to include more complex, tactical gameplay mechanics.
Looking at Battlefield 1 and WW1 tactics for ideas — such as trench clearing as a potential alternative to traditional room-clearing mechanics.
Artillery and mortars will create variable difficulty in certain areas. For example, the darker zone could be made easier by disabling distant mortar teams — introducing layered objectives.
Considering adding civilians, which adds moral and mechanical tension to tactical decisions.
Exploring the idea of using a glass or mirror to spot enemies from behind cover — adds realism and suspense.
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sidharthojhavoid · 6 months ago
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Blog 3 - 1st March 2025
Gameplay Design Update: Tactical Focus & Map Refinement
A recent video that helped inspire and clarify my design approach was this breakdown by BiteMe Games. It reinforced several ideas I had been considering and helped me refine the gameplay direction further.
Core Gameplay Decisions
No minimap or on-screen markers: I want to emphasize immersion and encourage players to rely on their surroundings and senses.
Visual/physical markers will be placed in the world to aid navigation instead of traditional UI elements.
Sound mechanics will play a bigger role — for example, distant gunfire, mortar whistles, or enemy movement as gameplay cues.
Squad-based play is a possible direction I’m exploring to add more strategic depth and player agency
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sidharthojhavoid · 6 months ago
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Blog 2- 27th Feb 2025
Development and Design Process
Tank Turret as an Obstacle: I’ve been experimenting with using a tank turret as an obstacle in the game. The idea is that the turret can spin to clear the path, providing a dynamic challenge for the player. This could create interesting tension, as players need to time their movements carefully to avoid being detected or blocked.
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Stealth Elements: One idea I’m considering is borrowing from the Metal Gear Solid (MGS) series by incorporating hideable boxes for stealth mechanics. This would add a layer of strategy where the player can take cover and avoid enemy detection. Another idea I’m exploring is the possibility of using ragdoll physics as a game mechanic—allowing the player to pretend to be dead by dropping to the ground. This could add an element of surprise and strategy, where players have to use the environment and their own actions to survive.
Map Creation: I initially created the map in Blender, which helped me get a clear visual representation of how it would look and feel. Moving forward, I’ve begun building it in Unreal Engine to test how the gameplay plays out and refine the design based on the player experience.
Blender renders:
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Ureal Level:
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Design Adjustments: During testing, I realized that some areas needed improvement. For example, I had to lengthen the trenches to give more space and depth to the environment. Additionally, I reworked the forking paths so that players couldn’t see the next area too early, which might spoil the surprise or create an unfair advantage. The design was feeling a bit cramped and empty, so I’ve decided to add more detail and complexity. I also plan to make the chapel area larger, as it currently feels too small and doesn’t match the intensity of its importance in the level.
Inspiration from Real Trenches: To make the environment feel authentic, I’ve been referencing pictures of real trenches through history to ensure the layout feels accurate and immersive.
I found a video on YouTube (Bauer Design Solutions) that provided a detailed look at stealth mechanics. This has been really helpful in refining the map's structure.
Game Mechanics and NPC Behavior: While playing stealth games like Thief, I realized that NPCs are often not challenging enough—they’re typically underpowered and easy to outsmart. I want to avoid this and create NPCs that offer a believable challenge. They should not be punishingly difficult, but rather feel like sentient beings with their own sense of awareness and decision-making. The goal is to keep the game engaging by making NPC behavior more dynamic and reactive.
Initial Unreal Engine Test: I did my first test of the level in Unreal Engine, which lasted just a little over one minute. This gave me a sense of how the design works in practice and allowed me to identify areas that needed refinement.
Boss Fight: I’m considering placing a boss fight in the courtyard, which could add a climactic moment for the player to overcome. I’m also thinking about having a sniper positioned in the tower, creating a long-range threat that players need to manage carefully.
Visual References: I’ve been focusing on ensuring that the maze’s forks are visually clear, so players can easily navigate without becoming disoriented. The design will make sure that the player can make informed decisions about which each fork in the maze they need to take and don't have to constantly backtrack through wrong pathways based on trial and error, ensuring the game’s flow feels intuitive yet challenging.
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sidharthojhavoid · 6 months ago
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Blog 1 - 19th Feb 2025
Research & Idea Development
I spent a lot of time researching and exploring different ideas.
When I first received the brief, I had an initial idea of a WW1 setting during the very first class.
Even though I considered many other possibilities, I kept coming back to that idea and eventually decided to commit to it.
Visual Inspiration & Art Style
I looked at various artworks and different artists to gather inspiration.
Before starting the actual level design, I wanted to settle on a clear visual style, since the setting would have a major impact on how the level would take shape.
Instead of jumping straight into creating the level map, I took time to collect references and work on defining the overall artistic direction.
Artistic Influences
I was especially inspired by the works of Zdzisław Beksiński, whose surreal and dark imagery resonated with my vision.
I also remembered an old graphic novel I had read called The City by the artist Ian Miller, which influenced my approach.
Additionally, I drew inspiration from the older Fallout games, particularly Fallout 1 & 2.
My recent Fallout: New Vegas playthrough also helped shape my design choices.
Mood Board & Historical Research
Certain pieces in my mood board really stood out to me and helped refine my vision.
I also explored different historical time periods, realizing that I didn’t necessarily want to stick strictly to WW1.
I became interested in blending elements from different eras to create something anachronistic, with varying levels of industrialization and imagery from different periods.
Another key visual influence was the tabletop game 'Trench Crusade, which inspired certain aspects of my design.
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-Environmental References
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-Character References
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Visual style exploration.
Sources-
-Fallout (1997) [Video game]. Developed by Black Isle Studios. Published by Interplay Entertainment. Available on PC.
-Fallout 2 (1998) [Video game]. Developed by Black Isle Studios. Published by Interplay Entertainment. Available on PC.
-Fallout: New Vegas (2010) [Video game]. Developed by Obsidian Entertainment. Published by Bethesda Softworks.
-Herbert, J. and Miller, I. (1993) The City. London: HarperCollins.
-Beksiński, Z. (c. 1975) Untitled [Painting]. Oil on canvas. Private collection
Franchina, M., Pirinen, T. and Sheriff, J. (2024) Trench Crusade [Wargame]. Available at: https://www.trenchcrusade.com (Accessed: 19 February 2025).
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