Atlas designed and compiled by me with some assets from Kanoa Loo (credits for each asset in each image caption)
Writer: Britney Phan
Assistant Writing: Ryan Ngoon
This was the project that first inspired the uprising of SOLBREAK STUDIOS: A detective rogue-like game.
Due to the issue of scoping and conflicts with the team's idea of plot and writing (none of us are very good writers), we had to cease the development of this game and create something a little closer to Earth. This project is known today as KURU.
I was the Lead Concept artist in the team and I personally found it a fun and challenging project to be a part of, but soon I realized why it was challenging in the first place. Do I prioritize creative visual design properties or lore-accurate design properties? Do I prioritize a design that is most desired by their creator, or do I prioritize a design that is most like what fits them in this game universe?
Character descriptions are by their respective "owners"
Kanoa Loo:, Beatriz Da Luz
Ryan Ngoon: Pax Seigi (not in the character cast part of the atlas because you play as him), Kalei Docket, May Beaulieu, Mori Cecilia
Britney Phan: Syler Rosebane
Jadon Ark: "Mila" Simuna,
Brendon Mye: Nina Legaspi, Nazmali Baek
It was a strange time for sure. Our Production was a mix of testing things in engine and figuring out how our plot and dialogue was going to be. In the meantime as people continued to figure things out for their characters, I took it upon myself to make a Character.Ai Bot of my character, modeling it out of the dialogue I wrote for him. It's safe to say it was pretty funny in the trashiest way LOL
What did I expect out of Chara.Ai bots, though? It was entertaining to say the least