Initial Testing
When starting our Project Miso, we had a completely different team full of artists that were given full creative freedom since I wanted unique ideas that would make the game itself "unique" and what better way than putting heads together.
Unfortunately what ended up happening was too many ideas couldn't make one consecutive decision and the original base game and story I pitched had been ignored by the other artists on the team thus creating a "Frankenstein" of a character design where all the ideas had been combined into one in an attempt to use everyone's ideas.
To me, the first mockup of the game resembled a dingy, uninspired feel rather than the burst of colour and immersion that I wanted.