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Soultether 

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This module required me to work in a group of 6 to produce a business start-up plan for an indie game studio making their first game. Each member had a unique role, i was assigned creative director with my main responsibility being the creation of the pitch deck. 

Together we worked to develop and prototype the game concept 'Soultether', a dating sim/souls-like narrative experience where players date their weapon, forming relationships that enhance fighting ability.  

Project type 

Group

Role

  

Creative director

Software

Unreal Engine 5.6

Photoshop

Miro

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My Contribution

Creative director 

My primary deliverable was the game's pitch deck. This required me to work with the other members to create and collect all the details about the studio's start-up plan and communicate them through a PDF in a compelling and imaginative way. I worked on the game's concept, visual statement, main mechanics, story/character outlines, competitive analysis and the target audience. Communication of ideas were kept on a Miro board and I regularly checked in with the team to ensure the pitch reflected all other assets of the studio start-up.  

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Branding

To use throughout the pitch deck and marketing content, I created a logo that could reflect the game's aesthetic. Starting with a free font for the base typography then drawing four weapon-style letters based on the assets we were using for the game's prototype to replace some of the characters in the title. I created a variety of logos with different combinations of colour and effects to represent the joining of an edgy souls-like and a fun romantic sim which was then present to my team for one to be chosen collectively.  Variants of the logo, including monochrome versions and removable backgrounds where made available to the team for their contributions to keep the design consistent across deliverables. 

Concept designing

 

To aid in the creation of marketing and prototype game features, I created a range of images utilizing Unreal Engine and photoshop. For the dating sim section showcase, I used free assets to create a tavern environment in Unreal then applied filters and effects in Photoshop to renders to create the illusion of illustration as this was for the 2D section of gameplay. Then a fellow teammate added her design for the romance character to complete the prototype of this section. I created further images for features such as weapon selection and character creation screens, this time keeping it 3D but with the addition of an in engine post process material I made to give assets outlines which was then used by the team's game developer who was tasked with creating the game's trailer. 

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