The requirement was for the creation of an image for a "hybrid" between a graphic adventure game and a "hidden object" game, targeting a female population. I chose an Art Nouveau aesthetic as a base that would allow organic forms and lines giving the fictional world more flexibility and subtlety.
Quick line-sketches to define the style of houses and buildings in The Village of Wish.
Several quick line sketches to define the forms of the buildings in The Village of Wish.
First tests to define the style of the game's main menu.
Color sketches to define buildings and miscellaneous hardware.
Color sketch for one of the characters in the game.
Color sketch to define the look of the rear of the house.
Color sketch for the exterior.
Color sketches for elements in the game.
Color sketches to define the style of windows and doors of the buildings in the game.
Color sketch of an interior.
A few frames that show the final look of the game.
First attempts to define the style of the logo
Several images depicting the final look of the main character's diary.
Color sketch to define the distribution and type of interior elements.
To maintain continuity with Dream 1 y kept the style and increased the dose of fantasy enriching the shapes and backdrops where the adventure takes place.
Color sketch for an exterior location.
Quick color line sketch to define the style of a country house.
First tests for the logo of the game.
Color sketch to define the interior of a country house.
Final look of the game's menu.
Color sketch for the tower's library.
Color sketch for an interior location.
Color sketch for an interior location..
Color sketches for a gramophone with hints of plant forms.
Quick line-sketches to define the exterior of a tower.
Color sketch to define the interior of a house under a tree.
Color sketch to define the final look of a pipe organ.
Final look of the main character's diary.
Continuation of the saga. The script of this story unfolds in areas with very diverse landscapes which allowed me more freedom with the ideas and the final designs.
Several screen-grabs showing the final look of the game.
Color sketch to define the interior of the observatory during the night.
Several sketches to define the the style of a music box with accessories and activation mechanism.
Final look of one of the scenes of the game.
Line sketch to define the Tele Cabin and the entrance to the underwater complex.
Line sketch to define style and forms of the interior of the Nexus.
Color sketch to define the look of a desert village.
Line sketch to define the interior of the Herbalist's kitchen.
Color sketch to define the interior of the observatory during the day.
Several sketches to define details of objects and mechanisms.
Final render, by the 3D team, showing the look of the tele-cabin scene.
Quick color sketch to define the exterior of a house.
Line sketch to define style and forms of the interior of a rustic tree-house.
Line sketch to define style and forms of the interior of a rustic tree-house.
Color sketch to define the interior of the hallways of the underwater complex.
Quick sketches to define the interior style of an underwater complex.
Final look of the Nexus executed by the 3D team.
Color sketch to define early ideas for the level selector mechanism in the Nexus.
1st chapter of the Second Trilogy. The chapter's theme is "Air." The locations are explored in an airship. We kept the idea of traveling through different environments to be able to experiment more with the design. I basically picked up the essence of the first game.
Quick line sketch to define the interior of the village's school.
Screen-grabs showing the final look of the game.
Final render, by the 3D team, for The Village of Wish.
Color sketch of the design and mechanism.
Preliminary sketch to define the style and details of the interior.
Line sketches to define the forms and combination of natural and man-sculpted rock that work as instruments on The Wind Music Island.
Color sketch of the exterior.
Line sketches to define the forms and combination of natural and man-sculpted rock that work as instruments on The Wind Music Island.
Line sketch to show the final side view of the airship.
Screen-grab showing the final look of the island.
Line sketch to define the look of the airship's base.
Quick line sketches to define the style of the exterior of the island.
Line sketches for style tests of the airship.
Line sketch to define the look of the wrecked airship.
Preliminary sketch to define the style and details of the interior.
Final look of the game's startup menu.
Sketch defining the style and details of the airship's interior.
Final color sketches rendered by the illustrators team.
Render of the village made for advertising the game.
2nd chapter of the Second Trilogy. This chapter's theme is "Water." I expressed this with the style, shapes and lines. We showed the passing of time by keeping locations for the previous chapter and adding new ones.
Quick line sketches to define Buildings.
Quick line sketches to define the forms and layout of some scenes.
Color sketch of the exterior of the Clockmaker's house in the Summer.
Quick line sketches to define the menu of the game and different details of the UI.
Grabs showing the final look of the game.
Sketches to define the look of Lyra, the daughter of the main character "Faye" from the 1st Dream.
A grab showing the final look of the end of the first scene in the game.
Sketches to define the look of grandfather Tangle. Wise and with powers.
Sketches to define the look of Kenrick, the rebellious young son of Lillith, the witch.
Several final color concepts from the team of illustrators.
Several sketches foro the "egg houses." These houses are also found in The Barge City.
Some final renders by the 3D team.
The purpose here was to take the real Disney attraction and turn it into a casual game with simple access. The graphics needed to run in a Web browser with low polygon count. We needed to build different levels with very few assets.
Grab showing the final look of the game.
General view of one of the scenes in the level editor.
Screen-grab showing the final look of the game's menu in 3D for the smartphone and tablets version.
General view of one of the scenes in the level editor.
Grab showing the final look of the game.
Grab showing the final look of the game in its version for smartphones and tablets.