I got to design an impromtu logo for our art bible, among other bits and bobs.
Manifest was a group project with Brittany Cloud, Jordan Jenkins and Matt Gillmeister. The initial game idea itself was Matt's, a survival horror of a prison asylum in the 1950's where ex-Soviet and ex-Nazi scientists have been contracted to research weaponizing the human psyche. A subject is injected with top secret concoctions and then put through rigorous abuse to encourage the development of instability. Inborn fears, dementia and psychosis start to gain power and 'manifest' as supernatural, quasi-physical creatures that can affect the environment and others.
It was a lot of fun to work with.
The style we voted on going with was a pseudo realistic, almost comic book style for the real world and a more lethal looking but brighter chroma-ed 'manifest' world for the manifests and the trips into the players psyche.
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Our development centered around a sizzle video that introduced the story and the battle dome - where the inmates were forced to display their enigma manifests and combat each other in pseudo-roman, often lethal combat. |
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The player character, male version. I suggested his name be 'cipher' and his number 00000 - meaning 'nobody, no person'. We wanted to keep the physical reality grungy, almost monochrome keyed to a filthy, non-descript grey. All the prisoner clothes were old, reused as they died. Some individualization could be possible by ripping off sleeves or legs and reusing them for scarves or bandaging. |
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Dr. Nadel, the scientist who heads the research and appears in all interactions as a saccharine, 'benevolent' figure. He isn't. |
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This is the enigma of general Fear, Phobos. |
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We played around with ears or no ears. |
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This is fear of the Dark, or Shadows, possible names were - Nyctos, Scotos, Lygos. |
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One of the many early stage sketch concept for enigma manifests, this one of Insomnia. We didn't develop her for our 11 week project. |
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