Compelling Graphic Design
For this game, I wanted the design to evoke a feeling that is reminiscent of a steam-punk style without being derivative of it. To achieve that end I combined steam punk tropes with elements of Renaissance architecture and an art nouveau aesthetic.
The background art for this project is meant to imply a world. I didn't want to implicitly declare what that world was or specifically describe any elements of it. Rather, I intended to produce a feeling of that world.
To achieve this I added repetitious features and used emotive coloring. The main features I included were: ruins of a long lost society, a planetary system with three solar bodies, and large monolithic structures like bridges and towers.
The Duel: Point of Honor features interesting and unique characters. The characters are all robots from a long lost civilization. Each character has a distinct pose and color that is descriptive of the card's effect.
The main purpose of illustrating the characters in this way was to create a cohesive theme in the game. In this project, the theme of the game is mostly portrayed by the cards' effects and the interactions between the players. For that reason, the illustrations (as well as the the card effects) needed to carry a large narrative weight.
The illustration process for this game was iterative. The main part of the development was the evolution of the style and the world. In the first versions of the art and graphic design, the game was meant to be entirely in the an art nouveau style. I became obsessed with the layered circle pattern that outlines this frame. The pattern made its way into a number of elements in the game including the card face, the card back, and the main box illustration.
3d Box Render
This is a work-in-progress 3D render for the box.
As the product develops, I will add more iterations and improvements.