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Project: Depth

Depth was the end-of-year video game project at my school: 3iS.
It was a group work, my role in the team was Concept artist 2D; Creature Design and UI designer. Below you will see my work during the project.

Unfortunately, due to drastic changes from Wix, all the images of the project are lost... But I suggest you look at everything on my Artstation site where I compiled the images properly:

To start: The 
Project cover!

Sketch

With this following link, you have the sketches of thee different elements of scenery that the 3D modeler has modeled for the project.
Along with the first sketches for the enemies. It was planned from the beginning that there would be three types: a small, a medium, and a large that could serve as a boss. The small one had to be 'magical', the medium one had to be ranged and the big one had to be mysterious (because it had to be wearing armor similar to the playable characters) and powerful, like a boss.

Concept Art

Here, the concept arts for the game, the atmosphere and the levels because basically we wanted to make 3 levels for this project.

Design Creature

At some point during the project, after several design tests, we thought of finally making three variations of a single design in order to save time. The 'octopus' was put aside but the idea will be reused later. 
the basic design for the variations chosen was the sirenian.
You can see it all 
here.
Fortunately, the modeler was faster than expected, so the designs had a new and final change for the better: the 'big' enemy is an abandoned armor covered in weird slime and bone that controls the armor. The 'shooter' remains a sirenian but with a sort of helmet/face. and eggs stuck to the belly; and the 'controller' has the same face as previous 'octopus' designs and has a rotting fin.

UIs

I also took care of making the majority of the Uis of the game. To start with the portraits of the three enemies; then the skill icons of all the characters in the project. Then it was the turn of the different windows during the gameplay sequences and finally the dialogue zones for the 'between missions'.
As you can see from this 
link here.
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