THE GAME
#Game design / #Concept art / #Character animation
THE HERO
THE BRIEF
Create a concept for a game along with a hero that the player
will play as. Develop a level for this hero to play in and set up
obstacles for your character to overcome.
SOFTWARE
All of the illustrations and animations were made
using Photoshop and After Effects. The assets
were then imported into Unity, which was used to
create the game and compile all the final assets
together.
THE PROBLEM
There is a need for creative and immersive platforming games.
Most large scale game studios lack the ability to take risky and
creative choices when designing a video game. Independent
game studios are often the ones who come up with the most
creative and intuitive gaming experiences that pushes the
boundaries of a traditional video game.
PROCESS
When I start with a character sketch I
usually build it from a silhouette. This helps
me to explore the forms of my charac-
ters. Since the mask is a center piece in
the story of the game, the hero’s body
was built around his mask.
INTENDED AUDIENCE
Indie, side scroller, platforming, adventure game lovers.
THE SOLUTION
The hero that was created is based off of the concept of light and
darkness. It is an action adventure game that tells the story of a
young boy who lost his father in a war against the dark enemies.
He is much too young to fill his father's shoes, but his rage fuels
him to pick up his father's warrior mask and seek revenge. The
story evolves into a journey of challenging morality and identity
as the boy discovers his true nature.
MAIN STORY
The game is inspired by loss and dealing with the realities of pain.
It revolves around a young boy who tragically lost his father
through a shadow hunter attack (the main enemies in the game).
INDIE STUDIO
THE WORLD
PLATFORMS
ASSETS AND ANIMATIONS
CHARACTER CONCEPT ART AND DEVELOPMENT
THE WORLD OF LUMEN
The world is set in a simpler time of open landscapes
and country sides. The locations that are over run with
shadows are a lot darker and colder than the warm
and vibrant fields where our hero was born.
HURT/DEATH
RUN
IDLE
JUMP
ABILITIES
The hero can bend light and dark energy.
His abilities will alter as the player makes
decisions throughout the game.
HERO
ATTACK 3
ATTACK 2
ATTACK 1
ANIMATION
The animation is also very harsh. The motion and
scene transitions are abstract and loose, which
adds to the illusion of the surreal experience
FOLLOWING
They can follow the player and jump up walls.
By nature they are not the bravest of hunters
and often flee from a fight. They tend to be
mischievous as well, sneaking up on the player
in order to hurt him.
FOLLOWING
They are fast and jump very high, but can be
taken down easily with a combo.
ATTACK
ATTACK
JUMP/RUN
HURT/DEATH
HURT/DEATH
HURT/DEATH
IDLE
IDLE/WALK
IDLE
MOVE
FOLLOWING
GUARDING
FLYING
KNIGHT
They are the most difficult to kill and are often
guarding something of great value. They never
run from a fight and won’t easily leave their post.
KNIGHT
The best way to take them down is to be quick
and learn their attacks.
FLYING
They can fly across platforms and follow the
player anywhere. One on one, they pose no real
threat, but when they gather in packs it’s almost
impossible to escape them.
COLLECTABLES
STYLE GUIDE
CASE STUDY
SEALS
Each stage of the game is locked behind a
sealed door. One door can have many seals
which needs to be collected in order to open it.
The seals are hidden across the levels for the
player to find them.
ORBS
Orbs are used to trade for items in the game. It
acts as a currency and can easily be found
throughout the game.
HEALTH AND ENERGY
The player’s health is displayed by the amount of
lit spheres in his HUD. The players energy, which
is used to do special moves, is displayed by the
amount of blue light within the center sphere.
ENEMIES
MORE INFO