Art Director, Concept Artist, Game Designer
Unblighting is a 1st person arena shooter where the player must optimally exploit dual-purpose consumables obtained by killing enemies in specific ways to avoid getting overrun.
The game focuses on the feeling of piloting a heavy machine on an otherworldly battlefield.
Gameplay
Experience Intentions
My Role
I was in charge of:
Game Design
Visuals
Game Design
I worked on transcribing the impression of piloting a heavy mech, creating the feeling of weight and power we were looking for.
Part of this came from making the player control something that has canons attached on each side rather than a regular handheld rifle, and having them view the world from the inside of a cockpit.
But a lot of the work went into adjusting the metrics of the character controller. It moves slowly, has inertia and a long acceleration time. However, during development I realised that we didn't go far enough in this direction, the gameplay at this stage revolved too much around moving and jumping, and didn't feel like we were controlling something heavy. So I removed the ability to jump, further reduced the speed and acceleration strength and increased inertia. We also added the turret mode (temporarily sacrificing the ability to move for double the canons) and increased fire rate to give the player something to do now that they couldn't jump everywhere while also creating this impression of being a slow but unstoppable force.
Finally, I further reinforced this through animations, so the character felt like something that walked heavily. Additionally, the cockpit tilts towards the direction the player is going, to make movement seem more natural and weighty. All of this to better sell the physicality of that machine.
Visuals
Environment
I designed the environment for the game. I wanted it to feel strange and otherworldly, to make the player wonder where they are and what happened here.
The first thing I established was the colour scheme, I knew very early the game needed this red sky and white ground of an unknown material. This immediately makes the landscape feel unnatural and unknown while also giving it a recogniseable identity.
To further the strange unnatural atmosphere, the area is filled with these mineral structures.
The environment also contains metallic industrial ruins. I wanted to give the player one recogniseable thing in this strange world, something they could relate to, which also makes the rest seem stranger in comparison. Additionally, they help giving a past to the place, hinting that *something* happened for those remains to have been built and then destroyed.