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Seek: Find your Friends

Using the accelerometer, Seek gives the player an immersive first person view via a ‘window to the world’ to find their friends. With each friend found, a new perception is unlocked, allowing player to further explore the island and it's secrets.

My roles were:

- Designing and crafting the island

- Defining the art style and modelling environment assets

- Animating the characters

- Producing marketing art

Created as part of the Dare to be Digital competition. Built in UE4.

Overview

Studio

Five Pixels

Role

Animator & Artist

Platform

Mobile

Date

2014

Key Skills

Level Design

Animation

3D Art

A glowing in-game standing stone shrine.

Accolades

Seek won several awards,

- Dare's ‘Artistic Achievement Award 2014’ sponsored by The Foundry

- TIGA's ‘Best Student Game 2014’ award

- BAFTA Scotland's 'New Talent Game Award 2015'

A group photo of all of the Dare to be Digital teams, with four boxes spelling Dare being thrown in the air.
Team Five Pixels celebrates winning the TIGA student award by pretending to be tigers.
Team Five Pixels celebrates winning the BAFTA New Talent Game award at the venue in Glasgow.

Was featured by multiple outlets,

Seek was showcased:

- At EGX on Epic Games Standout Indie Game booth 2014

- On the Unreal Engine website

- On the App Store under ‘Best New Game’

- On the side of Unreal Engine's 2014 GDC booth

- And in Edge magazine

Players play Seek on the Unreal Engine booth at EGX.
I point to the picture of our game on the Unreal Engine's GDC booth.
Alongside five other games, Seek is featured on a page in Edge magazine.
Seek is used in a promotional asset on the Unreal Engine website highlighting students, indies, and pros.
Seek is displayed under the Best New Game on the App store.

And had over 110,000 downloads on the App store.

The characters from seek say thank for a 100,000 downloads.

Environment Design

I played with height to give players intrigue.

The first island design we had was flat, large, and not very exciting to explore. 

I redesigned the island to be much smaller, but have multiple height layers which interconnected. Being able to choose between multiple paths made the space feel more engaging for players, and the "hide and reveal" along the routes contributed to making the space feel larger than it was.

The large mountain acted as a "weenie", providing a point of orientation as players moved around the island.

Concept art of the island redesign.
Blockout model of the island redesign,
A broken walkway up the side of a mountain.
A bare mountain side.

Senses informed the world's design.

The history sense reverted elements in the environment to their unbroken state. I used this to add new paths to discover in areas players were already familiar with.

The sound sense let players see in the dark through an echolocation like pulse. Instead of building an underground cave system, I placed the dark section at the entrance of the mountain, acting as a natural gate where player's couldn't progress through the mountain until they'd found the sound child.

An intact walkway up the side of a mountain.
The once bare mountain now has a hut protruding from it's side.
An echolocation style pulse illuminates the inside of a cave.

I kept the textures clean.

Early art tests had more details in the texturing of the environment, but on a small mobile screen this proved to be too busy.

Instead, I pivoted to an art style which applied colour mainly through UV sets, using the edge loops of the geometry to keep clean defined edges.

This had the added bonus of reducing our texture sizes and keeping the application package small, as most textures were only 16 pixels square.

A comparison between the old and new art styles.

Animation

I added charm to our characters.

Through their idle animations.

The sight child sways from side to side.
The smell child bounces from foot to foot.
The sound child breathes in and out deeply.
The thermo child dances from side to side.
The history child looks around them.

Marketing

I produced promotional assets.

Including splashscreens, business cards, social media assets, app/play store assets, event posters, and creating the 2D section of the trailer.

A poster for seek showing all five senses overlayed onto a standing stone.
A 2D poster for seek showing the five different sections of the island.
A render from the trailer showing the lighting and VFX of the stainglass style art.
The full mural from the trailer showing the kingdom and it's downfall.
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