illustration
ZHdK Bachelor Game Design
November 2024
brief
The focus is on the quality of the visual design, the graphic style and a convincing image composition that works both as a game and as a poster. A game mechanic does not need to be conceptualized and can be vaguely inferred from the visual composition. the designs are not sketches or concept art. They correspond visually to the final game. The realization is done as a polished artwork, making us believe we are dealing with a released game. Both designs will be created for fictional games in the manner of "Monument Valley" and provided picture reference.
Concept "Fountear"
I drew inspiration from the Taiwanese graphic designer Ouxiang Wu, who creates very graphic, abstract shapes while still telling compelling stories. My artwork tells a story about the importance of water and rain. It builds a sense of mystery through impossible architecture and gives tiny hints about a possible game mechanic without revealing too much. The illustration technique keeps the brushwork visible; something rarely seen in video games, but a perfect fit for calm puzzle gameplay. The color palette is bright and colorful, with a warm/cold contrast that draws attention while maintaining harmony across the poster.
Concept "header"
For the second concept, I drew inspiration from various artists. My artwork captures the classic final-boss theme found in games, but with a twist: what if the world were typography-inspired? The piece is an homage to web design, since the title of a page is usually referred to as the "header." The color palette is a reduced dark/bright contrast with red as the signature color, creating a dark, dangerous atmosphere with the main focus on a sense of epic scale. I chose to use lines as shading to stay within the three-color concept, and hard black shadows for contrast, so the whole image can pop.
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