Assorted MinigamesBrain Power Minigame
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Multiple minigames were designed for the game. A major one was the Brain Power minigames in which the player had to succeed at small challenges before an enemy could be controlled. The aesthetic for these were old comic book pages with ragged edges and worn print textures featured heavily.
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Lockpicking Minigame
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This minigame involves the user using a code to unlock either an electronic or tumbler lock to retrieve an item. The user is meant to press the correct buttons on the the electronic lock's number pad while the tumbler lock has the user scroll through the numbers to select the correct sequence of numbers.
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Barn Butcher Minigame
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This minigame involves the user pressing buttons at the right time to properly process and cook grinded meat into charred shingles to use later in the game. This minigame is meant to be a gruesome experience that horrifies the player character. Its dark and sinister aesthetic is supposed to emphasize those feelings.
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Searching Minigame
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This minigame involves the user digging through piles of corpses or garbage to find a specific item. The user uses a gloved cursor to pick up and move the items out of the way until they find what they need. The corpses were designed to have ragdoll physics so that their arms and legs moved when you pick them up.
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RC-Car Minigame
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This minigame involves the user driving an RC-Car around obstacles and hazards to retrieve a set of keys from a corpse. The game takes place in an abandoned toy store and all the assets and props are based on that location. The minigame's overlay is also designed to look like a remote control. The props and assets were built using a combination of Photoshop and Animate.
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Start Menu Interface |
When the user first starts a new game, they are greeted with the start menu. The idea was to base the start menu on a character's computer desktop so the entire UI was built to resemble a modern Windows Operating System.
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Journal Menu Interface |
When the user pauses the game, a menu system appears on screen. This menu is intended to look like a school notebook with doodles and scribbles on every page. It contains various pages of information such as a map, quest information, costumes and settings.
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Pencilmation Website DesignsDesktop Designs
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Pencilmation was in need of a website to provide information about their brand as well as being a point of contact for interested parties looking to work with the company.
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Mobile Designs
Merchant Store Overlay |
The user can access an in-game store by talking to an NPC. The design of the store is based on a rundown carnival stand with broken boards and lights to show how dirty the shopkeeper and his business are. While a sketch of the shopkeeper was created it is only meant to be a placeholder until a proper design is confirmed.
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Boss Fight Overlay |
During boss fights, a HUD appears showing the player and the boss' health along with their portraits and actions the player can do during the fight. Various icons for different attacks were created for the player to use throughout the game.
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Backpack Overlay |
An inventory system that the user can open and interact with at any point during the game. Various items can be collected and stored in the backpack. Because of a nuclear blast, the bag and its appearance is dirty and covered in radioactive slime.
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Various Liquor Bottles |
These props were designed to be part of a minigame that had the player choosing various bottles of alcohol to use. These bottles were made to parody many popular brands of alcohol with their proof number being integral to the gameplay. All props were initially sketched in Photoshop before being built in Adobe Animate for the game's animators to use.
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Assorted Props |
These are various props designed for different parts of an upcoming game. Some are meant to be interactable or in inventory items while others are just assets seen in the background of the game. All props were initially sketched in Photoshop before being built in Adobe Animate for the game's animators to use.
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