Visuals & Aesthetics

## Art Direction

Unlike traditional space theme games where the art and aesthetics are based on realistic features, L'étoile will reference artworks that are desaturated and muted in nature to develop art assets that complements the classic retro-based aesthetics.

## Mood Board Reference

Following the theme of having a game that is retro themed based, we gathered pin ups and poster references that would help us in content creation. Sourcing posters and paintings dating back to the 1970’s, we created an overall color palate that would then later then be used to create our art assets.

## Planet Design & Color Range

Each Planet has a base color that is decided by species type. This makes the 4 species unique and categorized by a color theme. Working on the base color of a given species, layers are added incrementally to form the Planet.

For the first 1-5 layers, the base components are monochromatic. Layers from 6-10 are built upon a triadic color scheme, that gives contrast and depth to each Planet. (Base colors in hex values shown on the right)

Each Planet type is unique based on their attributes. Like an RPG system, our Planets are categorized by the type of playstyle, in short - Character classes.

Chthonian Planets are Orange and damage focused, caters to an aggressive playstyle.

Neptunian Planets are Blue and crowd control focused, primarily on slowing and debuffing.

Terrestrial Planets are Green and tank focused, focusing on impact and ramming into enemies.

Gas Giant Planets are Brown and support focused, focusing on buffing and pulling in enemies.

## Visual Slice

Planets are made with multiple layers stacked on top of one another. Mimicking layered resin art, the goal was to give the Planets visual depth while retaining the retro color themes. Since the layers are grouped by colors, we then add a function in game to generate different color ranges such that no 2 Planets are the same.

On the right we have the breakdown of the colors used in on of the Terrestrial Planets with the hex codes of each component.

Building upon the base color of each Planet type, the bulk color of the Planet, 60% is a monochromatic, 30% triadic, and the last 10% analogous.

## Star Design

Unlike the Planets, we want the design of the Star to be visually striking. Having a base retro themed Star, we then add 2 color dodge layers to ensure that the Star is the most prominent unit on screen.

Referencing how Stars behave in the real world, we wanted our design to follow the same colors as they would depending on their mass and density.

## Varying Star States

Stars are designed to have varying states, based on their current health. There is no upper limit to the Star’s health but by reaching certain threshold's the star change in appearance, this works both ways when a Star gains or loses health.

    In our game, starting out, the star will be in the weakest state. From the dark red state, players will gradually clear nodes and gain more health, as such the star will visually show that has gain health and change in color appearance.

From (dark red -> bright red -> yellow -> yellow blue -> blue yellow -> blue -> purple blue -> purple). Purple being the final star state.

On the diagram on the right, we also show the order in which a star changes to and from. (Green arrow denoting to an increase in health, Red arrow denoting to a decrease in health)

## Orbit Sockets

Sockets that revolves around the Star (in Deck-building UI) are designed with player feedback in mind.

At base, without any planets attached, the sockets will be in a light grey neutral state. When there are not enough Spatial cost, then the socket becomes restricted, dark grey, disallowing players to attached a planet to it.

When players add different types of planets into the sockets, the socket changes color, corresponding to the planet type. (Cthonian - Orange, Neptunian- Blue, Terrestrial - Green, Gas Giants - White)

## Weapon Design

Different gems based on planet types will allow for different playstyles.

Like Orbit sockets, Weapon sockets allow for players to place a gem that acts like the planet’s weapon type. Players will attain these gems along the way, though they cannot hold more than 1, it promotes for a strategic planning.

To give visual presence, apart from facing the player’s cursor, the weapon slot changes its appearance based on the type of gem that is being placed within it. If there is no gem present, the weapon slot has no glow and remains dark.

## Visual Effects

With retro themes in mind, we wanted some glowing and shinning lights from a distance, so we created base sprites for some of the visual effects that give an impression that we are not alone in the vast space in game.

These effects is also eye candy for the players as it provides a form of immersion. Moderating how many these will be shown in game, as we don’t want to overcrowd the play area with visual clutter.

## Visual Representation

Combined Visual Aesthetics. Here we have the complete visual aesthetics of the Planets, Planet Sockets, Star, Weapon, Weapon Socket and orbit rings. The colors of the different assets help aid players at a glance as they can tell the different units apart from one another easily without any difficulties.

The orbit ring that the Weapon socket resides on is also dash lines instead of a full one because we want showcase the difference between the Planet orbit ring and the Weapon orbit ring.

Additionally the glows and visual effects also add to visual feedback, allowing the game to be more immersive without being too distracting.