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About
Platform
Project Details
Role Summary
Built from scratch using DirectX, FLUX is a steampunk 3D puzzle-platformer game developed within a two-semester-long game project in DigiPen, Singapore.
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PC
Team Size
Duration
8
January 2012 – August 2012
Lead Artist
UI Designer​
  • Created and managed 3D environment assets.
  • Created concept and character arts.
  • Conceptualized art direction and colour scheme.
  • Conceptualized puzzle designs.
     
  • Worked closely with the team on problem-solving and overcoming issues to improve the gameplay direction.
  • Designed UI assets such as menus, buttons, title and instruction pages.
Development
At the start of the alpha stage, programmers created the game engine from scratch while designers discussed on the core mechanics and the concept world. Our main aim in gameplay was the manipulation of magnetic properties of objects in order to solve puzzles. The designers also had to include the symbolic red and blue colors for the opposite polars in concepts and assets for the player to recognize this mechanic easily.
Below are examples of puzzle concepts we discussed during the early stages, keeping in mind that magnetism was a key game mechanic in FLUX.
Once the engine's prototype and important models were complete, we assembled them together with very simple puzzles to test out the bugs and the engine's limitation. 
Because of how bland and simple-looking the art direction was, we decided to change the theme to steampunk based on concept suggestions for the character's new design. From that, we had a better envision on what the game should be, from its look to levels to its improved gameplay.
Thanks to the new changes, we discussed on new puzzle designs - for example, rotating pipes that can be stopped by the player's magnet power and hence, allow the player passage, key holes that needed to be filled with power to open doors, vents and other steampunk-related environment objects. This was in hopes of giving the world more than just a blocky chamber.
Below are also examples of 3D environment assets based on the new concept arts.
The original UI design was also revamped to fit with the new steampunk theme. Assets such as the main menu, buttons and other minor pictures went through many designs until a final concept was picked before the beta stage was completed.
Once we had a better understanding of our game and its core mechanics, combining tower defense features with fast-paced shooter features, we worked on enemy and weapon design. We took some inspiration to movies like Alien, the Thing, the Blob and so on. Turrets had three upgrade stages while enemies came in different varieties and abilities. Items, objects and UI included below.

All content © 2013 by Victoria Chastan.

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