Alchemist Invasion Concept

 

The following work is from a concept pitch for a new Windows Surface game called "Alchemist Invasion". Being my first opportunity to shape the look and feel of the UI, I dove in headfirst creating detailed documentation to communicate to the rest of the team.

Frontend Menus

Being a fantasy game with golems assaulting the medieval castles of rival alchemists, it was a natural choice to lean into a skewmorphic UI design. Imagined as a weathered tomes, scrolls, and maps, the menus leaned into the wizard-like fantasy.

HUD Concepts

Before starting the visual design I gather photo reference to set the overall art direction. Once I’m done sketching different HUD designs, I create a higher quality comp that shows each of the different states. This work led to me to creating the art direction for each of the elemental schools of gems.

Gem Merging Concept

As player collected duplicate gems through gameplay or lootboxes, duplicates could be fused or “merged” together to create an upgraded version of the golem. In order to quickly browse and merge gems, I designed the Merging bowl and player’s inventory to be present side-by-side. The Merging bowl and alchemist’s workbench surroundings were also designed to be in a 3D.

Icons

Because the game was to be pitched to interested publishers, I created high quality assets for the HUD elements, store currencies, and other important iconography seen in the prototype.

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