Independent Senior Art Director | former @gobelins_paris
7th January 2018
Today I was returning home to Wellington from Hamilton. It’s a 9-hour bus trip. The bus…
Working around the clock. Crunch time. Extra hours.
Too many times I’ve witnessed a lack of User Experience (UX) design for digital…
We now had all our illustrations for every characters, we thought it was almost done but it was before to start animated them. As we had a 2D video game, we needed to create frame by frame animations for every characters.
This step was really important and crucial for our video game as the player would have to interact a lot with the characters, especially with the main character Wido. Due to the game design work that we achieved so far we had a pretty good idea of Wido’s personality. We needed to…
Our approach for the design of the controller was the same approach as if we had a physical controller rather than a smartphone. Which means we wanted the player to focus on the TV screen and not on his controller. So the design had to be really intuitive. We kept the same universal interaction…
Right after we had the name of the game, we started to sketch some ideas for the logotype. Create a logotype is always a good exercise, which can be tricky too, especially to reflect the spirit of a video game.
Since the beginning we wanted our video game unique and innovative, we had the ambition to create a new way to play. Part of that was to use a smartphone as a controller. But not only has a controller.
As said before, the exploration book was an essential aspect of our video game. Through it the player is able to…