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Character concept
Beatborn is a game created by a team of twelve developers in seven weeks. It’s a rhythm based action game, where you fight robots by swinging your sword to the beat of the game’s soundtrack. You play as Midi, protector of humankind, which I had the pleasure of designing during the project’s course.
We knew early on that we wanted a sci-fi look to the game, but were unsure of where to land in that huge category, other than to avoid things too dark and gritty. We eventually landed in something quite colorful yet grounded, which felt like the right approach.
I wanted to match the environment’s shape language into the character, which resulted in a body suit with light chunks of armor, instead of small and intricate details. I wanted her to look nimble and fast, since one of her abilities is to quickly dash across the map. Giving her too much armor would’ve made her look bulky, so I kept it simple.
For the sword I drew inspiration from circuit boards and crystal/glass, trying to combine the two in an interesting way. Again, I wanted it to have similar shapes to the character and the environment, which meant larger pieces without too much detail.
UI
I was also responsible for designing the user interface, both for menu and gameplay. The animations for the UI were created in Unity. I realized quite early that I liked the look of circuit boards and tried to implement that look into the UI. Eventually I leaned towards something a bit different, but some aspects of the circuit board inspiration remained.
I decided early on that the most important piece of the UI was the so called Beat Visualiser (beat vis for short), the graphic that represents the beat of the music. It was important for us to not let the player rely solely on hearing to play the game, since not everyone is capable of doing so, and our goal was to create a fairly casual game. It had to be seen, yet not take over the experience. This is why the beat vis went through the most changes throughout the UI process.
The menu design was heavily inspired by Metroid Prime 2: Echoes, with its circular menu structure. I thought it would prove an interesting challenge getting it to work, both aesthetically and functionally, since there wasn’t many examples to go after. It also seemed intuitive to create a menu that mimics the game’s controls, i.e. a joystick that moves in circles. It was difficult and time consuming, but, while I might not do it again any time soon, it taught more lessons than a more conventional menu might have. For this reason I consider it the right decision.
Beat visualiser process
Tutorial, pop-ups & health indicator