Highlighted Assets from

“Strange Game”

“Strange Gameis a network-based electronic adaptation of a card-based limited information wargame focusing on high stakes brinksmanship, and rising tension as the player operates on the verge of a large-scale nuclear exchange. The electronic adaptation makes use of the same card systems to convey the same progression of tension, while making use of additional elements such as sonics and animation to heighten the player experience.

 

Loss State Screen

Synopsis

The artistic intention of this scene was creating a sense of unease and lack of control in a relatively short period of time. Aesthetically, I was fascinated by creating a mixture of emotions. The synthesizers used have a vocal attribute, and I see at some level being both angelic whiles being unflinching and cold. The Kick drum is so big it could reminiscent of explosions, and provides a much-needed sense of dread.

  • RECORDED WITH THE HELP OF MULTIPLE ARTISTS ACROSS IN THE UNITED STATES AND UNITED KINGDOM

  • INSTRUMENTAL CREATED IN LOGIC PRO X

  • TRAILER EDITED IN ADOBE PREMIERE AND ADOBE AFTER EFFECTS

 

Card Icons

I chose to create the icons as vector art because it looks clean and professional, while allowing images to be created to any size that would be needed. From an emotional standpoint, a clean look is important because it can be used to reinforce the eeriness of the experience through juxtaposition of tone and gameplay. A feeling of detachment can be useful given how grim the choices in the game can be.

 

Specialized Icons

 

Synopsis

I chose to create icons with immediately identifiable silhouettes so that they could be recognized at any size. The low level of detail was a stylistic choice, because I wanted players to fill in the details on their own head. Simple designs like this can make visuals seem more approachable as well as being clear.

 
 

General Purpose Icons

 

Synopsis

I chose to make the cards shades of grey and brown in order to differentiate them from the specialized icons visually. Silhouettes are useful because they are immediately identifiable, while being vague enough that they stay relatable to the player.

 

Attack Icons

 

Synopsis

I chose to make these images more colorful and detailed because I wanted players to still be aware of the consequences of their actions, while maintaining a relatively unattached atmosphere. Silhouettes of mushroom clouds ominously hover some of the most representative visuals in the project.