New Game Art: The Island White



Like the mini-project I did a little while ago called "Brimstone Skies," this collection of design work is for a hypothetical game brief.


Description: You wash up on an abandoned island and have to scavenge supplies, combine items to make tools and avoid dangerous creatures.

Brief: Create and define a possible look for the game, expand on the world in which the game is set, create a player character and some wireframe UI elements too.


3 extremely rough environmental digital sketches to begin defining the possible look of the game. 


Idea 1: I fell into the mental trap of thinking the island had to be a desert island, and this is the avenue I journeyed down for a little while before ultimately switching the concept. Here, the camera view could possibly be first person, but also if a character sprite was created, it could work in a 3rd person format. With this piece, I wanted to show some mystery and create a logical direction the player could possibly walk in. The UI controls are designed with a tablet device in mind.
Idea 2: This idea is of an army base that has recently been deserted. The view I went for was of an isometric ariel view, and a 'point and click' approach to player control. Here, I wanted to convey mood, suspense and mystery, whilst at the same time showing a possible number of places for the player to explore. My idea is that its obvious the player should check out the cave, but before doing that, they should turn on the generator before hand (which is sat near the mouth).
Every game of this kind needs something to add another element of risk, threat and induce fear in the player. This is why I've opted for some kind of abomination to stalk the player throughout the game. Here are 3 rough sketches of a possible creature.
A DEMON BUNNY!!! Yeah, it made sense that in a snowy environment, there would be some kind of snow stalking hunter, so while the body is part wolf, I wanted to give it that extra hunting advantage with some cute rabbit ears to hear its prey better. I wanted to avoid a Yeti with this game, because it would have been cliche, and the other 2 designs not used, leaned very heavily to a possible yeti like creature.
Prop design: The game will be full of things to scavenge, here are just a hand full of the sort of things a player could pick up and look for.
A mock up of a possible UI  for the inventory screen.
UI with more finished graphical treatment.

Not every game needs a hero, but this one does. Here is a rough sketch of Mr John Doe.
Here is the player character now more defined. This could be a costume where you've played the game for a few hours and have found a coat and warm trousers to change into, as apposed to starting off dressed like this. In this case, there would be a few variations of the character needed for the game.


Lloyd Harvey
www.shrunkenheaddesign.co.uk

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