INSTANT (Fall 2018)
Instant is a horror/suspence game set in the forests of rural Québec.
I was a general artist on the project, but focused heavily on UI and creating the visual identity to the game.
I was a general artist on the project, but focused heavily on UI and creating the visual identity to the game.
Logo concepts.
Menu concepts.
LOGO AND IDENTITY
For Instant's logo, I wanted to bring out the key elements of our story; the polaroids the player had to collect and the tree used in the final scene. I wanted to incorporate both elements into the final design.
After settling on a logo, I moved on to the main menu. Among all the proposed designs, the team agreed upon the simple, bold brushstroke look for the buttons, which also evokes the ghostly figure that guides the player through the game.
It was an element that would also make an appearance in the inventory bar.
Background concept art by Yuri Hill.
After settling on a logo, I moved on to the main menu. Among all the proposed designs, the team agreed upon the simple, bold brushstroke look for the buttons, which also evokes the ghostly figure that guides the player through the game.
It was an element that would also make an appearance in the inventory bar.
Background concept art by Yuri Hill.
FONT
Inventory concepts.
INVENTORY
After trying out more complex designs, I realized the simplified brushstroke was the way to go for the inventory bar, especially since it was a design element that carried on from the button designs in the main menu.
It was user-friendly, contrasted nicely with the darkness of the environement and allowed the player to see all his collectables at once.
It was user-friendly, contrasted nicely with the darkness of the environement and allowed the player to see all his collectables at once.