Mojo Shooter is a mini AR game where the user takes the charge of wiping out these creatures which were created as a result of a science experiment gone wrong. The creatures are determined to release the virus bombs out of the headquarters of their origin and to the outside world to eradicate the human world. Your mission is to stop them from spreading this virus before the time runs out. And ultimately take out their boss in blue who somehow has evolved in imprisonment and gained special powers and using the clone quarters now to generate more and more Mojos to build up an army.
My part in this mini game project includes almost every part of the design aspect from the 3D modeling of the assets to their texturing, designing the user interface and then working in collaboration with the developer to add the particle systems inside Unity as well. I collaborated with the game producer to figure out ways on how to make the story engaging and then keeping it minimal as well since we were making an AR experience. I also worked on the intro sequence to give the player a heads up on what they were about to take care of.
This intro sequence is to let the player into a little bit of the background before immersing them into the gameplay. I made this sequence by first setting up each particular scene inside Autodesk 3DS Max and then rendering out the images. Then I added a few effects and color highlights inside photoshop and then created this short reel to give a quick overview before starting the game.
Following are the static mockup images of the various UI elements from the game that I conceptualize and then did the art work for them as well:
I did almost all the 3D assets that were needed in this game. From gathering concepts to modeling and did the texturing in the end as well. Following are the rendered out images of all those 3D assets:
Moodboard:
Mojo Shooter is a mini game and for AR on top of that. So references I gathered below helped me in defining the visual language for the UI of this game which is a mix of flat and both 3D colored icon styles with almost all shapes having transparency added to make the AR experience more visible to the player.
Typography:
Font : Cars
Bold font with a bit of funky feel, Cars felt the right option for this game as I was not going to apply much styles to it for in order to keep it recognizable and fun as well. Infact the whole UI is not text heavy so this font at certain instances felt visually appealing.
Color Palette:
Tones of blue derived from the Yohki Mo Lab Building as the primary color for the UI, the secondary ones included various different colors to provide contrast for highlighting particular instances like Level Clear or Game Over etc.
Bringing in all the assets inside Unity and before the handover to developer, I also worked over the particle system to be used for this art style that we were going for. I used the free particle effects from the Unity asset store at the time I was working on this project and then tweaked each one of them to suit our project’s need.
Since the development was halted due to an internal shift to a more urgent project, the optimization process couldn’t go any further. I was coordinating with the developer for that purpose but its something we still have to work on, so this might be subject to change. However, following is a video capture of the particle effects that I was intending to use earlier: