☻ Fresh new look for the game and a clear communication strategy for the studio to secure further investment ☻
Elowyn: Quest of Time is a groundbreaking collectable card game (CCG) by EARTHwise —where gaming, AI, storytelling, education, and global impact come together. The game is designed to uplift humanity, empower younger generations, and gamify a world that works for all. In this transformative strategy game, players confront the archetype of domination personified as Moloch, while using powerful character cards featuring the Future Humans and their allies. As you play, you’ll be training advanced AI systems by battling Moloch’s evolving Shadow Arcs. The choices you make will shape how Moloch learns and adapts, making the AI more cunning with each move. I established a new art direction for the game and upgraded the main character designs using AI. I also set out a brand strategy for EARTHwise Games Studio including brand positioning, target audience, mission, vision, manifesto, voice and key messages for each segment.
Previous character designs
ART DIRECTION
When I joined the project, Elowyn's visual assets included 10 main character NFT cards and a set of 3D versions of 3 of them, as used in the POC for the MMORPG version (below). The design felt dated, with all characters lacking diversity, expression or liveliness.
I started with exploring different art directions: neon-noir, anime, chibi etc. The combination of moods, lighting, composition and character styles resulted in different stories. I referred back to the brand foundation I crafted for EARTHwise to find the direction that best visualise the story that the brand wants to tell. I then narrowed it down to 2 distinctively different art directions for A/B testing: 1) An upgraded, more contemporary version of the current design, with anime-styled elements and soft-lighting, dreamy environments that reflect each character’s personality and powers
2) A 3D and more grown-up look, with life-like characters with strong lighting and vibrant colours
Early exploration of art direction
A/B testing: Option 1 on the left and Option 2 on the right
Option 1 proved the crowd's favourite, whilst also being the more cost-effective and simpler route for the project to evolve. With that in mind I rolled out the design on the rest of the characters with the help of AI. As the game reaches future milestones, characters will be further developed by character artists.
Character: Shakti, the Evolutionary Alchemist. Artifacts include: Alchemist Headband, Singing Chalice and Chrysalis of Light
On average, each character required hundreds of generative AI versions to find the ideal combination of facial expression, racial distinction, body shape and pose.
Once the base of the characters was achieved, the chosen AI-generated images were further edited with Photoshop and Illustrator to add fashion accessories, tools/artifacts, environmental effects etc
A small selection of hundreds of same-same but different versions of Eureka
Testing different visualisation of armours, hair colours, tools etc
Exploring subtle differences in facial expression as a part of the character's demeanour
Exploring racial and cultural elements
Exploring gender identities, finding the balance between femininity and masculinity as a part of character development
The generated AI images were developed further to achieve the desired looks and consistency across all characters
After the finalisation of the key 5 characters, together with EARTHwise's founder, I briefed an illustrator and the game developer partner on the design direction of the remaining characters and the CCG board.
The Shadow Arcs of Moloch team
AI generated board design as a part of design brief