This vertical slice is my university thesis, part of a team project developed jointly with Sven Schmid. I took the role of concept artist and art director while Sven developed and implemented the necessary logic taking care of the programming side. Both of us were responsible for game design iterations and exploration, and the process of defining the art style revolved considerably around bridging potential gaps between new game design ideas and our technical limitations. This was all done without veering from a subset of key concepts settled upon at the beginning of the development phase ranging from “pocket” to “microenvironment”.
My own tasks in the project also included asset exploration, research, conceptualization, and modeling, leading to the defining of a fitting art style focused on the game’s scope, platform, target audience, and gameplay. Project planning, design and art feedback, conceptualization of additional game features, the early ideation phase, and the support of intrinsically overlapping task assignments were handled jointly by Sven and myself.