About Hex
Synopsis of what the project is and what my role was as Lead Environmental Artist / UX Designer
My Role in Hex
About my role…
Lead Environmental Designer
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Sprite Sheets & Animations
Once the initial stages of design were complete, and many of the background assets were finalised, I moved my focus towards the characters. Working with my original designs I created sprite sheets of each character. Using those sprite sheets I was able to create the animations needed for each game. A few of the games only required static assets, but others such as “Rolling Hills” or “Safari Sprint” revolved heavily around character movement. Below you will find some examples of the animations featured within the app.
Art Direction & Asset Creation
With a theme settled upon, an Art Bible created and Game Design Documents made, I began producing concepts of what the characters and landscapes could be. After a few iterations I created sprites libraries which could be used to make tiles used in the minigames. Within the collection of games everything visual you see I created and designed; this ranges from: characters, to background and foreground art, to obstacles, and even the UI design. To complete this work I used: Procreate, Krita, Blender and Adobe After Effects.
UX and UI Design
Before we could launch the app, both a colleague and I worked on the UI and UX of the app. The left image shows the initial design for how the app would look, the right design occurred later, after unbundling The Amblios Club to create a second app called Amblio to host features solely used by the parents. Prior to working on the UI and UX I created brand style guidelines which outlined typeface, colour schemes and the elements to be used in app, additionally to this I also created a new logo for Amblio. I used Figma to build a medium-fidelity prototype of the app, so that our programmers could implement changes in a consistent manner.
Research and Marketing
Although most of my work on this project was designing gameplay or leading the art direction of the app, I also worked to source feedback from parents and their children who suffering from Amblyopia, and I also created a lot of the marketing material for the app.
In order to try and make the app as user friendly and enjoyable as possible, we hosted a PPI event in Winchester, and we were also featured at a Nystagmus Event in Southampton in order to speak to children who suffer from eye conditions, and show them the app. The PPI event was hosted at the Winchester Planetarium; during the day I presented the app to children with Amblyopia and their parents, talked them through the direction we were taking the app, and asked for what they would like to see added in the future. The Nystagmus Event earlier this year afforded us the same opportunity to test the games and get feedback.
Besides playing my part in user testing, I also had a controlling role in the marketing of The Amblios Club. The crowdfunding campaign that launched launched needed a gameplay trailer as well as a video explaining Amblyopia and the purpose of the app. For this work I produced both videos in Adobe After Effects. The explanation video was the most time consuming video to create. For this I was required to travel to Southampton, record and Interview Mr Jay Self from Southampton General Hospital Eye unit, edit that footage, hire and direct a voice actor, edit and build off a script produced by one of my co-workers, and piece together the remaining gameplay shots and footage we possessed. This video can be found at the top of this page. The gameplay trailer can be found here.
Gallery
Below you will find a gallery showing some of the screenshots of gameplay, UI used in app navigation, spritesheets and concept art.
Current State of The Amblios Club
Currently the app is in its final stages; most of the work is created, however, we are hoping to add a few more features to the companion side of the app. A test version of the app has been released to the Android App Store (link here) and a Crowdfunding Campaign on indiegogo has just been launched (link here). We are aiming to source £20,000 in order to complete the app and make it perfect for its release. Outside of this, the company is working closely with the University of Southampton’s media team to produce a press release advertising the app on the University of Southampton’s official website.