This includes doing concept art, animating, producing video and managing marketing assets for the team.
In addition, I worked alongside with 3 Developers, Project Manager, Business Lead and a SFX artist.
The team behind 'The Long Siege'
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KICK OFF
We gathered some fav game references they liked, and shared some of the things we love about them. I quickly drew some conceptual art for different game ideas, and we cast our votes to proceed with the ones that best resonates with the team.
Early ideas include a top-down horror game, and a space shooting linear game. The requirement we had was for artwork to be in purely vector for easier animation during production.
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CONCEPT ART
We narrowed down to a genre and deep dive into the different story lines we could make to create a universe within the game. I started off with some initial character drawings.
Exploring types of body foundation for characters
Different classes exploration
More defined classes with their outfits
Defining an environment for them to live in
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PUZZLE RPG GAME
Rather than just matching symbols, we wanted it to be a combination of an RPG like game using puzzles to drive the storyline.
Early concept drawing of The Long Siege
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THE GAME
The Long Siege is a real-time match-three puzzle game with RPG elements set inside an extraordinary atmosphere of music and visuals.
Always in the environment
The core mechanic centers on matching items in your own tower through a mixture of belt-type scrolling and single taps to command your army. With a single swipe, we bring users straight to the battlefield without a change of scene.
Different stages to tackle
It’s a fun-to-play strategic thinking challenge requiring you to plan ahead to summon the right units, level up, upgrade your defences and complete the quests to unlock special items.
Strategic leveling
It’s a fun-to-play strategic thinking challenge requiring you to plan ahead to summon the right units, level up, upgrade your defences and complete the quests to unlock special items.
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HOW WE GOT THERE
Before The Long Siege, I have worked with the same lead engineer on a pet project that revolves around a puzzle game as well (late 2014). Most of the character assets were inspired by my early days design from the game we eventually didn't release - Pitman hero.
The following are selected screenshots from a design document we used to pitch to the investor and won his interest. We had a working playable prototype with all the animation as well.
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UX CHALLENGES
For us to be different from other puzzle games, I focused on three top guiding principles:
No sense of loading
Always in the same "view"
Transition will be hidden with visual delights
I pitched this idea to my team by using Flinto to prototype the ideas I wanted for the game. Although this added more time to production, It built a significant excitement with the engineers.
From lobby to game
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DRAMATIC EFFECTS
The tower crystal in the game is really important to remind users when they start or reach a state of gameover. By combining stop motion assets made in illustrator, we find the best way to make a more dramatic entrance that will bring users attention above the puzzle board.
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ATMOSPHERE
To not put too much load on loading sprite sheets, I picked up Particle Effects on Unity 3D and establish an easier way to create environmental effects to make it alive. Twinkling of the night sky, crystal and fire place are some of the subtle details we took into consideration to create the game atmosphere.
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TIME
It's a long siege after all, and we want users to experience the significance of time passing in the game. The time is used to signify the number of days the users have spent to complete the game, and influences the final game score.
Production screens capturing the time of the day by Nizam
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MOTION TOOLS
With some prior background playing around with Flash, most of the base animation were created in Adobe Flash, and exported into a sprite sheet. Additional effects were specifically designed in Unity Particle effects to go with the core character movement.
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PRE LAUNCH TRAILER
To build hype for the game, I worked on a basic video to introduce the base mechanics of the game. The actual gameplay was recorded and stitched together with the environmental assets I worked on in After Effects.
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LAUNCH TRAILER
The launch trailer revolves around the storyline of the game to introduce the aim and intensity of things happening in micro details. Illustrator was used as a way to plan for the assets and screencaps of the video were added to ensure most of the features that are unique in the game were highlighted.
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THE LAUNCH
On launch day, July 2015, The Long Siege was featured on the iTunes store and dominated top ranking in role playing category in various countries.
On the iTunes store
On Role Playing
On Puzzle