Our team was not only passionate about video games, but also science - especially physics and biology. So as we brainstormed, there was a fascination with the idea of space being a liquid, and from there the idea of what we coined the "Hypersea" was born. The Cosmic Shore is home to many different kinds of sentient life so while we wanted the ships to reference marine life, while our humanoid pilots were inspired by animals and insects. In both cases, we wanted to prioritize silhouette for ease of distinction in the chaos of battle, especially important when designing for small phone screens.
The environment in the Hypersea was a mixture of digital and organic creatures, with biomes that are loosely based on the aquatic zones of our oceans. The environmental hazards of these biomes were tied to certain passive traversal challenges within the map to spice up game play and shake up strategies.
The UX designer on the team gave me a skeleton to work with, and I made three UI concepts with different styles. At this time the game title was still being decided and we were using Hypersea as a placeholder.
The first took inspiration from Alien and Star Wars with a retro analog style, the second leaned more futuristic with an organic twist that was inspired by combining Horizon Zero Dawn's icons and Persona 5's flashy style; the third was a diagetic concept where the user is interacting with their pilots via an in universe PDA as they move through the menus. This version was quickly ruled out for due to scope. Ultimately it was decided that the second option fit the organic futurism of the Cosmic Shore, and it was used as the base inspiration for the UI.
I felt that the overall graphic design of the Cosmic Shore needed to be flexible in order to withstand the expansions we have planned for the game. At this point of development, The Cosmic Shore was a company who aided pilots (the players and NPCs) in traveling to the Hypersea in order to carry out missions or jobs for them. Because of this, I went with an industrial Sci-fi look while referencing the Sci-fi Tribal we decided on for the UI, but a bit bolder. The vaporwave colors are still front and center, as are the parallelograms.
Below are the concepts I sent to the team. Usually when I do logos I aim for at least three options that go through the spectrum of Safe to Risky. It's common for folks to mix and match, and ultimately I've found the product comes out much better. In this case, Option C was the safest, as its was inspired to lean more corporate. Possibly something the company of the Cosmic Shore would have in universe. Option B was heavily based on the style of the chosen UI. Option A was the Risky option in my opinion, as it was intended to feel more industrial and stylish rather than clean. Ultimately we went with Option A and I feel it was the right choice: it gave our other marketing materials a strong direction to go in!
The style for the site was created with the new logo in mind. I split the difference between the heavier, more industrial Cosmic Shore logo and the sleek, clean look of the chosen UI guidelines. The logo font was relegated to be for headers only, as it is too hard to read in large blocks of copy. The sub headers use the same font as the UI, Black Acute, and the copy is Aldrich - also used for copy in the UI as well.
I made two wire frames of the site, one being the site in its entirety, and the other a scoped down version that was more achievable for the deadline. The plan was to expand the site as needed over time. Some changes needed to be made when the site was being built, but overall it looks very close to what was designed on paper.
Check it out here: https://www.froglet.games/
- Cosmic Shore is in development -
Here's the discord if you'd like to say hello!
https://discord.gg/mfRkcmV5SU
If you like what you see and want to work together, get in touch!
carpengr@gmail.com