Collaboration Design Practice || Task 2: Proposal
27.10.2025 - 28.11.2025 || Week 06 - Week 10
Hanson Pea Wei Hao || 0359463
Collaboration Design Practice || Bachelor of Design (Honours) in Creative Media || Taylor's University
Task 2: Proposal
Hanson Pea Wei Hao || 0359463
Collaboration Design Practice || Bachelor of Design (Honours) in Creative Media || Taylor's University
Task 2: Proposal
Lists
1. Instructions
2. Feedbacks
3. Reflections
Instructions
Progress:
After We having all we need, we start working on ideation. For me, I start working on those draft for logo design by using element I can think about Gluconomy which is combination of "Glucose" and "Economy".
Fig 1.1, draft of logo design
After getting feedback from Mr Shamsul, I find out my logo design is a bit complicated. Sir suggest me can referencewith big company like nickelodeon, monopoly or nintendo. Which having a simple design but get to memories by other users.
So I try again with more simply and remove a lots of extra element to make my logo more simpe and memorable.
Fig 1.2, draft of logo design 2.0
After getting feedback from Mr Shamsul, whcih telling me my design is too plain, and not really workable. I start re-look at the famous logo again and my logo and find out a big mistake we have made, which is mascot. All the big logo have their mascot to make audience to make them easy to recognise like the old man at monopoly, the switch console for the switch logo.
Sir also suggest us to try the game once then We know what the game need and how to make it interesting. So we borrow the game from Sir and start try out the game and record what can we add. [Below is an hour of try out the game video]
Fig 1.3, Video fo try out the Boardgame [Youtube]
Fig 1.4, Power Card for draft.
Idea:
- Booster: Getting idea from Peak, which is like a character getting chance to bet more coin. (Bet always make people crazy)
- Steal: Nothing much idea, just stealing from the other guy.
- Shield: Getting idea from rpg game, which is getting to protect himself by bring a lots of shield.
- Insulin Attack: One day looking at the camping video and thinking about what if we can burn the money.
- Jail: Nothing speical, just a character been capture to jail.
- Skip: A lots of good idea like the meme sticker kicking people drop from mountain, but In the end think knock down people as skip more interesting and attracting.
After we discuss and and think about how the mascot work. We chose a witch as the mascot for Gluconomy because she fits both the candy and economy themes while giving the game a strong, memorable character. In the game’s concept, the witch works like a “candy alchemist” who mixes ingredients, manages resources, and trades items, similar to how players manage money and make economic decisions. Her hat and silhouette are very recognisable whcih getting idea from candy corn, which makes the mascot easy to spot on the board, power cards, and packaging.
By designing her in a cute, chibi style instead of a scary style, the witch feels friendly and playful, matching the colourful candy visuals. Psychologically, this kind of character helps reduce the “serious” feeling of economics, making the topic feel more magical, approachable, and fun for players, while still supporting the idea of strategy, planning, and transformation key ideas in this economy based game.
Fig 1.5, Felicia's Character design for witch
After geting the idea with witch I have more idea in creating the logo, I am going with 2 way fo creating logo:
Fig 1.6, Third draft of Logo
Idea:
For Logo 1: Bubble logo with witch hat
This logo focuses on a clean, versatile wordmark that still carries the candy + magic theme. The rounded bubble letters and bright pastel colours give a chewy, candy-like feeling, matching the “sweet” concept. The dark teal outline and shadow improve readability on cards, boards and small prints, while also hinting at stability/value (economic side). The simple witch hat works as a compact mascot symbol, and it brings in the “magic & strategy” idea without overcrowding the logo. This version is easy to recognise, scalable and consistent, making it suitable for the board, power cards and packaging.
For Logo 2 :Orange logo with full witch character
This logo focuses more on storytelling and personality. The warm candy colours and rounded typography create a friendly, playful mood that makes economics feel less intimidating. The full witch character shows the “candy alchemist” role, visually linking magic, trading and decision making. The sparkles and decorative elements enhance the fantasy and fun atmosphere around the game. The tagline “Sweeten your strategy” clearly connects sweets + strategic thinking, making it strong for posters and marketing materials.
After that there is another gap happen in the power card design, Which is our card designer having other work to rush on, so I help to work on apply our mascot into the card by my artstyle. In my idea, I don't really know what the applying should look like. So in my side, I make 2 kind of same character which the "Full Witch mode" and "Chibi Witch Mode". The "Full Witch Mode" only appear when withc gonna focus in doing some things serious like shield and insulin attack which need to apply big magic. For the "Chibi Witch Mode" only appear when she is doing somethings bad like "jail, booster, steal, and skip".
Fig 1.7, My Card Design other than Booster
After getting feedback from Mr Shamsul, we find out that we having a big consistency problem so we decided we only use Chibi Witch as our final, and Yong gonna work on them.
After that, I have some idea in my mine and create the final version of logo.
Fig 1.8, Final Logo Design
I make The final Gluconomy logo clearest balance between cute candy theme, witch mascot, and readability. I using Warm gradient letters (yellow → pink) give a soft, sugary feeling that links to “glucose” and candy, while keeping one smooth gradient makes the wordmark look cleaner than earlier multicolour versions. The bold dark outline and shadow make the title stand out on any board or card background, so the name remains readable even when printed small or placed over busy artwork.
With everything we have like logo mascot and locour design, Yong done his final version of game board, but unfortunately both of the lecturer mention the icon is too complicated and need to redo. As Yong gonna work on the card, So I need to help in changing to icon design.
Fig 1.9, First colour draft for Icon.[by Yong]
Fig 1.10, My final design for map
Idea:
- Jail: I using different colour to stay consistant and make different for the Jail.
- Bank: I using Idea of Piggy bank and glucose(Coin) around it.
- Stock Market: Nothing much idea, i just use a icon which always use in trade up market, as atrading have chance to increase and decrease.
- Investment: Just coin keep increasing
- Base Camp: Remain no change still use back Yong camp, by make the colour into one
First Final Outcome
Feedbacks
Week 06: Logo look bit too complicated, try to make it more easy and simple (Monopoly, Nickelodeon, Nintendo) Right now, there is too many elements in the logo to make it stand out. Keep it simple but unique.Week 07: -
Week 08: At the moment, art direction is a mess. Please do make it consistent. The logo design is little bland, could make it more unique. The board game layout is good and you can proceed with that idea. The character/mascot that you currently have can we used throughout the game such as in the roulette/Spinner design.
Week 09: For the card design, the art direction seems mixed at the moment. Stick to one style and make it consistent for each of the cards.
Week 10: The board design is fine for most parts except the icons. They are a little too complicated, try to make it more simple. Remove the outline for the text too. For the card designs, the colour is a little too complicated and it doesn't stand out, switch to something simpler.
Week 11:
In this project, my main responsibilities were related to the visual direction of the game. I focused on deciding parts of the art direction, designing the logo, developing the power card drafts and partial final designs, as well as creating icons for the board layout. My goal was to make sure the visuals clearly reflected both the candy theme and the economic learning aspect of Gluconomy in a fun but readable way. - Brochure:
-colour can't be plain (look like brochure from hospital)
-The layout also look like hospital brochure
- Dice:
- might need to change colour (Board is colourful but the dice is white) - Board:
-Make thickness consistency
-Board same thickness
-Icon same thickness
-Yellow colour need to change to visible
-Words atp(most important for the game) make it bigger, the other make it small
-Change colour for the thickness line. - Roulette:
-Following consistent colour witht the board( if gradient then gradient, if thickness) - Character design (mascot):
-Change colour to one main colour - Card design:
-Make everythings consistency line same as Board - Packaging:
-Very important for the side attract customer
-Then box main theme
For the art direction, I explored different colour palettes, shapes, and styles that could portray a “candy + economy” feeling without looking too childish or too serious. I considered how elements like the mascot colour, crystal textures, and background patterns would work together so that the visual identity felt consistent across the board, cards, and packaging ideas, not every idea always work but It's a nice try.
I also worked on the logo design and power cards, experimenting with layout, hierarchy, and icon placement. This included trying different compositions for the “Power Card” title area, symbol designs, and low-opacity patterns so that the card looked attractive while still being easy to understand during gameplay. For the board, I created icons that could guide players quickly, helping them recognise actions or sections at a glance.
Through this experience, I strengthened my skills in art direction, logo development, and icon design. I learned how small details such as colour choices, consistency, shapes, and visual rhythm can affect clarity and player experience. In the end, I feel quite proud of the visual elements I created, as they contributed to a more cohesive and engaging identity for the game.
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