The World of Glow
Creating an IP for the World of Glow
ART DIRECTOR
The age range of the Glow device was 3-9+. I created a system of character classes that could scale. As customer signal increased, it would allow for expansion.
Characters ranged from simple to more complex. Using similar proportions for the ‘Hero’ class made them modular. These characters were made to swap bodies/legs/arms and clothing.
Domains: UI/UX/VX, IP creation
Reports: 5+, FTE & Contract Artists
Our first Hero game showcasing our characters and the larger back story was Glow Defenders. This was a tower defense game. Kit & Kai our two main hero characters along with their sidekicks, are there to protect the Glow tree from the antagonists the Glow Eaters.
I created the initial art assets and concepts to hand off to our external partner.
I played bi weekly builds and provided feedback on visuals and bugs.
DOMAINS: UI/UX/VX, Feedback to outsourcing partner
REPORTS: 3+, Contract ADs, External Development
GLOW DEFENDERS
GLOW DEFENDER UX/UI DEVELOPMENT
2nd iteration- more straight forward approach but less character forward.
Early layout- Early character selection screen. This was a straight forward approach but less character forward.
Alternate layout- We realized quickly there were some limitations with this layout. Players need to know that 2 characters needed to be selected even in solo mode.
FINAL FLOW: We landed on a flow that was more character forward than the original mock ups. As players selected the first avatar, it was seen as selected by changing color and attaching the portrait of the player, then they were prompted to make the second selection. The continue button became active after both selections were made.
To add more visual integration, the characters were displayed on a background scene that carried the same themes of the level. Idle and blinking animations were to be added to make the characters feel more alive.
GLOW DEFENDER UI
We wanted Glow Defenders to really stand out as an experience inside of Glow. I took the newly made UI kit and reimagined the buttons and modals. I wanted them to have a really tactile quality, like they were raised from the projected surface.
Glow Defenders UI followed the same rules, drop shadows, behavior and size of the global UI.
Here the modals are reskinned to echo the flavor of the game. Behaviors remained the same to keep some consistency between the global and the Glow Defenders styling.