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'Shibuya Machine' - Set-Pieces and Assets

Design sheets for some simple assets meant for being placed in the backdrop of my Shibuya Machine game design project. I tried to keep these purposefully-simple, as their role is solely to enhance the environment of the game/level - thus the player is not often inclined to pay much attention to them.

I attempted to combine sci-fi with modern Shibuya-esque visuals, though I feel that I could have done so better had I had more time to work on them. Regardless, I am happy with what was produced nonetheless.

Establishing some base design ideas to work from - setting up strong core silhouettes to work around will help in allowing me to develop equally strong iterative designs.

Establishing some base design ideas to work from - setting up strong core silhouettes to work around will help in allowing me to develop equally strong iterative designs.

Further iteration of my chosen asset ideas; This allowed me to further explore ways in which I could subtly change the shape and form of otherwise simplistic objects to make them more appealing or contextually-appropriate.

Further iteration of my chosen asset ideas; This allowed me to further explore ways in which I could subtly change the shape and form of otherwise simplistic objects to make them more appealing or contextually-appropriate.

Some slightly more 'out there' experimentation, letting me toy around with silhouette design to have concepts be different but still familiar. This also allowed me to try out different pose concepts for my robot friend!

Some slightly more 'out there' experimentation, letting me toy around with silhouette design to have concepts be different but still familiar. This also allowed me to try out different pose concepts for my robot friend!

Finalised set-piece concepts, utilising the iteration I conducted beforehand to inform my design choices. 

I had wanted to make the bill-board graphics more appealing and detailed, but decided to keep them simple due to their status as backdrop items.

Finalised set-piece concepts, utilising the iteration I conducted beforehand to inform my design choices.

I had wanted to make the bill-board graphics more appealing and detailed, but decided to keep them simple due to their status as backdrop items.

Further design concepts for collectable in-game tokens, power-ups and platforms, both grounded and floating in mid-air.

Further design concepts for collectable in-game tokens, power-ups and platforms, both grounded and floating in mid-air.