SKYGUARD (2025)
 

Characters
       On my group senior capstone project one of my first assignments in early production was exploring characters. Because of this game being a movement based shooter, one of my tasks was to explore the ways these characters should move and interact with the environment. The attitude we wanted to come across was a punk, rebellious yet fluid feeling, so I drew on parkour as a main reference.  With the robot enemies, the one of main concerns was communicating the mode of their attack, as well as differentiating the flying robots from the others without them feeling too individual.






Environments
       As well as characters, I played a large role in developing the environments for the game. This included doing concepts and key art
for the ships from a distance as well as key art that created a target for the overall feeling we wanted the ships to have.
From there I made a a guide for the rest of the team to reference about some of the rules of the environment to help
create a more cohesive and grounded environment.







Props/Hero Objects       When designing the hero objects for the environments my main objective was to have them communicate function and purpose in a way that didnt disrupt the aesthetic of the environment in a way that would be jarring to the player, but still prioritized the player’s immediate understanding while playing.






UI Design    Here is where I got to get really out of my comfort zone! Before this project I had no experience with UI design, but there was a need on the team and it was up to me to help fill the vacuum! I started out doing a full redesign on what was our current shop page, and from there I took on several smaller projects, such as designing and painting the individual elements on the main HUD.