Retro
Classic Sci-fi
Grime
Whimsical
Dark
Our design philosophy consists of combining a mid 1900's industrial design aesthetic with grungy classic science fiction. We specifically seek to create the feeling of industrial might that the 50's and 60's brought about, but superimposed onto a science fiction setting. Similar titles to ours in visuals alone might be the original Star Trek or Fallout.
We make strong use of leading lines and bold brash geometric forms in our work. paying careful attention to how shapes and forms work together to create a stylistically elegant product that is both industrial and artistic in feeling. Some major aspects of retro industrial design we focus on are; bold strong geometric forms; flowing and leading lines; aerodynamic forms with use of wings, tails, and spirals; forms that flow into one another with few sharp corners.
We aim to design everything with a purpose and not just create a random radio that feels like it is scifi-esque. We want to always make sure that whatever we create pushes the final aesthetic... constantly asking ourselves what forms we must exemplify and leave out to create a wholistic and unified world.
Our other main stylistic influence has been real life space age technology and classic grungey science fiction influences. For example the International Space Station has been a major inspiration for how we can combine our two aesthetic worlds together. The specific elements of the I.S.S. we have focused on are its busy technological walls filled to the brim with patterns and textures of sharp corners, intense winding mazes, lines, and dashes, with forms that have only slight moments of rest.
For our color pallet and overall evocative feeling we have selected to primarily focus on stark value contrast, heavy usage of neons and purlples, and a specific emphasis on saturation in various localized areas (lights, objects). Below is a mood board we have put together to establish the emotional feeling we are looking for in our design work. Specific titles we have referenced for lighting and mood (colors, overarching form construction) are Undertale and Space Dandy.
Below are examples of concept art that we have already completed to show off the ultimate goal of our design principles.
Our environments are unique and evolving spaces that players will spend their time in. Below are concepts for two of the departments you can find in Breach of Space, the Communications and Engineering departments. A majority of our departments have been conceptualized, and final environment production will begin early summer 2021. We have also completed an in-game terminal that the player will become very familiar with. Lastly, the robot is still under construction but is well underway.