OBSOLESCENE (Winter 2020)
Obsolescence is a side-scrolling asymetrical co-op game in which two players control Aero and Terram, a robot duo that must maneuver their way through a dangerous factory .
CONCEPT ART AND MAIN MENU
Along with UI Artist, I was the art director for the project. One of my duties was to create concept art for the game, allowing the team to get a better grasp on the desired look and feel. Focusing heavily of 1960's retrofuturism and brutalism, along with an eye-catching colour palette, this concept art would be later used as the main menu for the game.
For the Obsolescence logo, I went for a bold, industrial style font. Placing the small silhouettes of the robots to the right, created a sense of mouvement and the feeling of them escaping the company. |
MENUS, HUD AND ICONS
ABILITY MENU AND HUD
As a UI artist, my main goal is always to create a seamless blend between the necessary information and the art direction of the game. The 1960's retrofuturism style was a key influence on the art direction of the game, and so, found it's way into the UI as well. The ability menu, triggered once the player enters an 'upgrade station', allows the player to change abilities between 3 options. I wanted the menu to be technological, but with a retro influence, so I used IBM computer screens from the 60's and 70's as a main point of reference. |
For the HUD, I explored various 1960's patterns and really fell in love with the 'boomerang' motif, often used in kitchen counters and tabletops of the era . I decided to replicate this shape in the HUD, making it pop with bold, bright colours and adding an animation to the character icon whenever a player uses their ability. |
OTHER MENUS
Other UI elements I created were the scoreboard and the menu allowing the player to enter their name.
Since the whole game takes place in a factory, I designed menus that not only matched the setting, but helped to further immerse the player within the world of the game. For example, instead of simply entering their name at the start of the game, the player fills out a visitor's card - complete with a 'terms and conditions' checkbox!
Since the whole game takes place in a factory, I designed menus that not only matched the setting, but helped to further immerse the player within the world of the game. For example, instead of simply entering their name at the start of the game, the player fills out a visitor's card - complete with a 'terms and conditions' checkbox!
TRAILER FOR OBSOLESCENE (FRENCH)
A personal caricature piece I made of all our team members.
From left to right:
Vienna Von Arx (myself) : art director / UI artist-designer
David-Alexandre Hauben: 3D artist
Raphaël Croteau: Programmer - Gameplay
Karel Bouchard: Technical Level Designer / Game Designer /Level Artist
Hugo Derome: Level Designer /Game Designer / Level Artist
Hugo Tremblay: Programmer - gameplay
Louis-Philippe Lafontaine-Bédard: Programmer - gameplay
Ariane Montreuil-Dallaire: Programmer - gameplay
From left to right:
Vienna Von Arx (myself) : art director / UI artist-designer
David-Alexandre Hauben: 3D artist
Raphaël Croteau: Programmer - Gameplay
Karel Bouchard: Technical Level Designer / Game Designer /Level Artist
Hugo Derome: Level Designer /Game Designer / Level Artist
Hugo Tremblay: Programmer - gameplay
Louis-Philippe Lafontaine-Bédard: Programmer - gameplay
Ariane Montreuil-Dallaire: Programmer - gameplay