Booty Bandits: Building 1
This is the concept for the first of the five buildings currently in the Booty Bandits game demo.
This building was designed with modularity in mind, and seamlessly uses multiple parts to allow for a wide variety of structures. This concept shows off the basic two story variant of the building. The finished concept uses fourteen pieces, many interchangeable with each other. The base structure is designed to be made out of wood with darker wooden posts as corners of the structure or trim for the accent details. A white wood, dark wood, and aged grey wood go alongside the normal wood coloration for variety. The top floor, top floor nook, and bottom floor nook can be removed or placed in different locations, both top and bottom porches can also be removed. Multiple rooves are also available, flat and peaked for both the porch and no-porch varieties. |
Booty Bandits: Building 3
This structure is the concept for the third of the five buildings in the Booty Bandits demo level.
This building was designed as a single piece and does not have any modular parts. It does however have the same four color variants as the other structure. This allowed for a smaller, more unique structure to be used in the level but also provided the same variety. |
Dia De Los Dinosaurios: Menus
These images were used as concepts for the game UI screens for the Dia De Los Dinosaurios project. The game revolves around the story of the Day of the Dead told during the dinosaur period, and has candy as a primary theme. Because of this, the menu was created using candy elements.
The hp bar, candy score bar, and quick item select bar are always visible throughout all the screens. As the player would take damage in the game, candy would break and fall off of the hp bar, and would fall back in from the top when restored. The score bar's numbers would change for the two types of candy used for points. The images of the items in the quick select bar would cycle through for easy selection. Region name and subtitles also had their own places on the screen, and would fade when not needed. The Paused menu would animate as candy falling down over the screen, and the menus would be on the wrappers of the candy. Selectable options are to the left, and those selection's content on the right. The kiosk menu would have three selections that would then expand functionality when selected. The top was character selection, cycling to the sides to swap the character. The shop was below, with options to buy and sell to the left and right, and previews and information in the center for the selected object. Below would be the save, load, and exit buttons. |
|