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Stardust Battle

Stardust Battle is a 3 Vs 3 Moba mobile game.

ROLE:

Creative, UI and UI animation, Logo, Character Rigging and Character Animation, VFX, Environment Prop Models and Animation . . .and Zombie creator

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Release: Late 2019

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Wireframes and UX

Early Ideas and wireframes were explored on paper then in to illustrator for prototypes and Marvel was used for click through prototyping. These prototypes were used to show case features and help develop and sculp the game flow and user experience.
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mock6.png
mock4.png

Examples of Early Wireframing.

Developing the Style

The original concept of Stardust was to have the UI in a sci-fi futuristic holographic look using bold neon blue hexagonal shapes. The UI failed to show the fun playful side of the the game. The design was tweaked switching from landscape to portrait then back to landscape, evolved in to something we were happy with, modern, bold and playful.
mock3.png
Hero_Profile_Page_5_in-team_1.0.png
mock2.png
mock1.png
homescreen_landscape.jpg

Examples of the evolving UI.

battle-tower-defence.png
battle-kill-snake.png
battle-boss.png
deathmatch_icon.png
trophy.gif
rankup.gif
battle-zombie.png
Graphic_Bot_Icon.png
battle-survive.png

Icons and UI Elements

Some UI and elements I crafted for the game.
cards.gif
homes.gif
alliance.gif
map.gif
shop.gif
attacktyperange.png
damagepersecond.png
damage.png
attacktypetank.png
attacktypemelee.png
attackrange.png
attackanglefront_180.png
attackanglefull_360.png
attackanglesides.png
attackangleback.png
attackanglecode_front_central_point.png
Graphic_Arrow_Green.png
Chat_Btn.png
deaths.png
Graphic_Arrow_Left.png
Graphic_Arrow_Right.png
Graphic_Bin_Icon.png
Graphic_Info_Btn.png
Graphic_Level_Tab.png
Graphic_Message_Read_Icon.png
Graphic_Message_Unread_Icon.png
Graphic_Options_Icon.png
Graphic_Search_Icon.png
Graphic_Star_Icon.png
Graphic_Stardust_Icon.png
Graphic_Ticket_Icon.png
Graphic_Premium_Icon.png
Graphic_Reputation_Image.png
Graphic_Lock_001.png
Graphic_Tick_Icon.png
kill_count.png
rank_currency.png
Graphic_Unlock_Hero_Skins.png
Graphic_Ranked.png
QuestIcon-adventure.png
Graphic_Unlock_Hero_XP.png
Graphic_Coin_Icon.png
QuestIcon-battle.png
QuestIcon-hero.png
QuestIcon-common.png
Graphic_Key_Icon.png
Graphic_Spell_Icon.png
Graphic_Plus_Sign.png
startpack.gif

Animating the UI

vertical_mock.gif
early_mock.gif
The UI had evolved to the point where we were happy a to animate the icons, drawing the user in to certain points and giving them a good sense of reward when gaining an achievement.

Improvements

It was decided that a main focal point of the game were the characters. The 'lobby screen' needed to show the these off and improve some of the the navigation into play rooms, character customization and bring back some of the outer world feel.
Declutter and simplify. Removing the navigation bar and tab select system made navigating around the game much easier. Giving the focal point to a random character made the game feel grander in scale and gave the user the opportunity to instantly purchase a character.
Home_Screen_001.png
stardust gameplay 1.jpg
stardust gameplay 2.jpg
stardust gameplay3.jpg
stardust_gameplay4.jpg

Avatars and Alliances

Players can unlock a series of avatars and alliance icons to show off how far they have progressed. Varying from symbols, characters and national flags.
Hero_Angry_Mix_Profile.png
Hero_Close_Skull_Profile.png
Hero_Crown_Blue_Profile.png
FatCat_Profile.png
Hero_Tongue_Blue_Profile.png
Hero_Skull_Shock_Profile.png
Each character had a series of emojis created for them which would appear during the gameplay, representing actions such as death, kill streaks. This idea was abandoned for a simpler 'streak' message. These would later  go on to used with the player avatars and alliance badges.
fox1.png
fatcat3.png
fatcat1.png
boomer2.png
assasin1.png
archer1.png
archer2.png
warrior1.png
wolf2.png
fatcat2.png
boomer1.png
assasin2.png
archer4.png
archer3.png
panda1.png
ninja3.png
ninja2.png
panda3.png
rabbit1.png
fox2.png
wolf1.png
warrior2.png
scientist1.png
witch1.png
ninja1.png
panda2.png
rabbit2.png
scientist2.png
singer2.png
singer1.png
stardust_gameplay5.jpg
stardust_gameplay6.jpg
stardust_gameplay7.jpg
stardust_gameplay8.jpg
stardust_gameplay9.jpg
stardust_gamepla10.jpg
Ribbon_3rd.png

Bonus and Rankings

The user will level up through the game, receiving a variety of rewards delivered to them through chests.
Bronze_Challenger_League1.png
Bronze_Challenger_League2.png
Bronze_Master_League.png
Silver_Challenger_League1.png
Silver_Challenger_League2.png
Silver_Master_League.png
Gold_Challenger_League1.png
Gold_Challenger_League2.png
Gold_Master_League.png
Diamond_Challenger_League1.png
Diamond_Challenger_League2.png
Diamond_Master_League.png
Unicorn_Challenger_League1.png
Unicorn_Challenger_League2.png
Unicorn_Master_League.png
Dragon_Master_League.png
Dragon_Challenger_League1.png
Dragon_Challenger_League2.png
Phoenix_Master_League.png
Ribbon.png
MedalIcon_1st.png
TrophyIcon_1st.png
Ribbon_2nd.png
Ribbon_1st.png
TrophyIcon_2nd.png
TrophyIcon_3rd.png
BronzeChallenger_Icon.png
GoldMaster_Icon.png
SilverChallenger2_Icon.png
stardust_gamepla14.jpg
stardust_gameplay16.jpg
stardust_gameplay12.jpg
celebration.gif

In the Battle

The Battle UI needed to be simple to show the teams progression, but also needed a strong visual feedback, Showing of who killed who, spells and when they can use them, player results and bonuses.

Controls

Graphic_Attack_Btn.png
Graphic_Attack_Btn_Melee.png
Graphic_Attack_Joystick.png
Dash_btn_active.png
Dash_btn.png
Graphic_Joystick_Pad.png
stardust_gameplay13.jpg

Spells

Spell are the special the characters special ability, Each designed to be simple to read and all have different stages of progress making it a clear as possible when the player can activate their specific ability.
Spell are the special the characters special ability, Each designed to be simple to read and all have different stages of progress making it a clear as possible when the player can activate their specific ability.

Kill streaks

megaKO.gif
UltraKO.gif
heal_hexagon.png
lightning_hexagon.png
button_presses.gif
bomb_hexagon.png
timeSlow_hexagon.png
gatlingshot_hexagon.png
poison_hexagon.png
rockAndRoll_hexagon.png
missiles_hexagon.png
spinWind_hexagon.png
sprint_hexagon.png
vampireBite_hexagon.png
mirror_hexagon.png
stardust_gameplay15.jpg
stardust_gameplay17.jpg
stardust_gameplay18.jpg
stardust_gameplay11.jpg
gameplay-loop.gif

VFX

The character attacks, and explosions used a combination of hand drawn effects and particle simulation.
(Below are some of the effects created).
ground_attack.gif
electricity_destroy.gif
collect.gif
bomb_attack.gif
explosion5.gif
explosion3.gif
shine.gif

Character Animations and Rigging

I was tasked with rigging the hi and low-poly characters and executing a series of animations for all the characters. Character run cycles, special and normal attacks, victory, defeat and stuns and death animations.

Examples of character animation

explosion1.gif
environment_destroy.gif
explosion4.gif
The Zombie character was created for the new 'survival' game mode. Survive as long a you can through waves of attacks from the undead. . .
A few factors had to be taken into consideration with the zombie. We wanted to have a many characters attacking the user as  possible, I needed to build him fairly low poly.  I decided to give the zombie multiple movement animations to help give them a sense of individuality.
zombie-mode.png
wire_frame_back1.jpg
wire_frame_front1.jpg

The Zombie Mode

zombie_mode3.png
zombie_mode2.png

Zombie animation cycles

Final Note

This is a just a summary of the work I had to complete on this project.  Working hard, keeping organised and reacting fast and quickly adapting to big changes.
With all the roles I was tasked with, I am quite happy with what I managed to achieve on this project. 
stardust_gameplay20.jpg
stardust_gameplay_00034.png
stardust_gameplay18.jpg
stardust_gameplay22.jpg

THANKS

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