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Wanderers - Concepts: Characters, Environment, UI/UX

[ART DIRECTION]
[ENVIRONMENT DESIGN]
[CHARACTER DESIGN]
[ITEMS]
[UI/UX]

Wanderers is a mobile rogue-like concept that I developed in 2016-2018 around the idea of quick and irreversible binary choices.
The game takes itself very seriously despite its obvious silliness.
A Unity prototype of the game was under development in 2018 and was cancelled later on.

Combat mockups in three different environments: Dungeon, Chessboard, Prison.

Combat mockups in three different environments: Dungeon, Chessboard, Prison.

These environments can be roamed based on your knowledge of the topology of the dungeon.

These environments can be roamed based on your knowledge of the topology of the dungeon.

Most of the items, loot, NPCs and enemies interactions have been carefully designed and revolve around binary choices.

Most of the items, loot, NPCs and enemies interactions have been carefully designed and revolve around binary choices.

Several non-combat events can occur while roaming the dungeon.

Several non-combat events can occur while roaming the dungeon.

The Wanderers, NPCs that have adopted the dungeon as their home.

The Wanderers, NPCs that have adopted the dungeon as their home.

Enemies of the classic dungeon environment.

Enemies of the classic dungeon environment.

Enemies of the chessboard environment

Enemies of the chessboard environment

Enemies of the prison environment

Enemies of the prison environment

Enemies of the cemetery environment

Enemies of the cemetery environment

Weapon concepts

Weapon concepts

Shield concepts

Shield concepts

Consumable concepts

Consumable concepts

Unidentified Potions concepts

Unidentified Potions concepts