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Space God

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Project: Space god ​Overview: This was a very ambitious large scale multi faceted passion project involving several smaller projects that were all interconnected and cross developed with one another, it taught me a lot through experimentation, trail and error. I set out to build a universe through various different mediums allowing me to apply my skills to different areas including web comics, cartoons, card games and more. Goals: Build a fictional universe, able to be explored through a series of different narratives told through variety of mediums ​ My Role: Sole creative behind the project​ Tools: Illustrator, Photoshop, After Effects, DUIK, Spriter Design In order to hone my craft and really perfect my design process, I meticulously researched each element I had to design, ranging from characters to cultures, races and planets as well as vehicles, cities, weapons, gadgets and other technologies in between. I tried to balance style and simplicity for easy reproduction with the intention of being versatile enough for multiple purposes across any other mediums spanning comics, cards, animation and video games. I went on to create everything from scratch, even composing the musical score for animated sequences using logic pro x.​ Plot It was initially designed to be an episodic series concerning the main protagonist, the space god, and the main antagonist, the bounty hunter and would be told through comics and animated shorts. Each Issue or episode would explore the various ways in which the bounty hunter would try to capture the mythological space god using his various array of gadgets and technology, in classic coyote and roadrunner fashion. It would proceed in this way while more assets were created and a more grand overarching story would slowly develop involving the galactic federation and the rise of other gods of myth and legend. Characters I tried various animation techniques and initially began with rigging complex character puppets in After Effects using DUIK, however I found more success rigging in Spriter to create predetermined sprites and gifs to maintain more consistency in character movements, especially in scenes involving more rapid motion. This lead to adapting my designs to have a flatter more simplified style to help streamline the process of expanding the roster of characters. Vehicles I designed many ships of varying types, stature and style, making sure to differentiate them according to which factions or cultures they belong to. I did a lot of research into real and theoretical space ships and the realistic possibilities and functions they may need. Weapons & Technology I attempted to bring about several overarching technologies, created by different corporations, that would determine the style and effects of weapons and gadgets in the Universe, as well as factor into how vehicles look and operate according to where and who they were built by. Although I did a fair amount of research into real world weapons and technology, this was more about aesthetics, fun and variety rather than sci-fi realism. ​Gadgets & Interactivity The technology, particularly the Concepts of the CCU (Central Command Unit) and the IID (Interstellar Identification) were a way to add consistency across different projects in the universe and it essentially functioned as this worlds 'Scouter' or 'Pokedex' showing character's stats, abilities, inventory ect. I attempted to cross develop this for both tabletop and video game projects I aspired to explore in the future. The CCu itself would function as a pause menu, with equipment resembling how it would look on it's equivalent cards or table top counterpart. In addition, I also experimented with creating a functional CCU/IID as an interactive experience. Environments & Locations I tried to design landscapes for functionality first, I invested a lot of research into real city structures to make sure the land scapes I created have the realistic elements of a city. I also had the intention to transfer my most iconic environments to a video game or table top game project based on the Space god universe. I included a lot of these city elements for large space colonies and military facilities which also allowed me to design with a lot more consistency in the look of the space stations, even across different levels and sectors.
Published:January 6, 2021
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