KIXEYE's TOME: Immortal Arena
Role: User Interface Artist
Time: 10 Months (2014 - 2015)
TOME was a fast paced MOBA game. It was initially intended to be a casual MOBA with short game play sessions that one could play in their browser. When Unity stopped supporting browser based game play, our team shifted to Steam. The game was launched in December 2014.
Create a casual/mid-core MOBA game that could be played over lunch. T
Short game session of only 10-15 minutes.
The audience for TOME was both people new to MOBA games, and experienced players.
I came onto to TOME as a UI Artist. Working closely with two to three other UI
Artists, we created the visuals that the players would interact with. We also
implemented our layouts into Unity. While on the team, I got to work on vector art, iconography, and even had the opportunity to paint some icons for the in game items.
The project was already underway when I came onto the project. It was vital that I could match the existing style and expand upon it. The look was highly skeuomorphic and detailed, which presented a fun challenge. All assets I created were vector with styles applied, so they could be easily scaled and adjusted.
Steam Achievement Icons
When the team found out that we were pivoting to Steam, my UI Lead and I worked in short time frame to create the iconography for the Steam Achievements. We
wanted them to read at a small size, while having a gritty pop.
In Game Icons
I had the opportunity to create three of the in game item icons. These had a
painterly style and had to stylistically match pre-existing icons. They had to be
readable at a small size.
When starting this endeavor, I had the name of the item and its effect. From there, I sketched out ideas of what the item could look like. After the sketches gained my UI Lead’s approval, I digitally painted the item using Photoshop.