LOST STONES: IGG (video game)
LOST STONES: Aya's Prophecy - Puzzle RPG - Publisher: IGG Japan for IGG
CONCEPT:
When I arrived at IGG Japan, I was in charge fo the artistic and narrative development of an original IP for the Japanese market. Creation of the concept, universe, in order to create an RPG/Puzzle game, mixed with Japanese animation style, Gacha system.
My idea was to create a fantasy world where heroes are outlaws running to catch magical stones and if the prophecy is real, maybe becoming the new god of this world.
When I arrived at IGG Japan, I was in charge fo the artistic and narrative development of an original IP for the Japanese market. Creation of the concept, universe, in order to create an RPG/Puzzle game, mixed with Japanese animation style, Gacha system.
My idea was to create a fantasy world where heroes are outlaws running to catch magical stones and if the prophecy is real, maybe becoming the new god of this world.
Opening cinematic:
Creating a logo in Japanese was a real challenge, but using Katakana was easier than having to create something from Kanji. I also did the US and Ch versions.
A global overview of the game: Images made for the marketing on GooglePlay and Apple Store.
It is more than 160 characters and 32 backgrounds created for this game. Based on Game Design's request, I was in charge of sketching ideas, finding references, and supervising the final character design in order to keep consistency in the universe and quality. Working in this anime style was a big challenge even if I love it so much.
Background design researches and Art Direction, after, all were made by Cocolo Studio
http://studio-cocolo.com/
I just added some lighting effects and some color adjustments to fit with the game.
http://studio-cocolo.com/
I just added some lighting effects and some color adjustments to fit with the game.
UI (Card design example):
Making the first UI guide lines to provide to the UI artist the most clear and efficient Art Direction. I also did a lot of animations in Unity to make the UI more accurate and fun for the player.
Making the first UI guide lines to provide to the UI artist the most clear and efficient Art Direction. I also did a lot of animations in Unity to make the UI more accurate and fun for the player.
Merchandising and Communication visuals: Samples