Project Description
Project Description
HDMS-Riget was a game idea created for hospitalised young cancer patients. This was done during our third semester in collaboration with Copenhagen Health Innovation where we got to work with Rigshospitalet (National Hospital of Denmark), and come up with ideas in how to motivate these adolescents to exercise and socialise.
Objective "How can we encourage hospitalized young cancer patients between the ages of 13-18 to exercise and socialise, through games and a digital environment." This was very important as the hospitalisation would isolate them both physically and psychologically. Additionally, would the side effects of their treatment cause them to be physically inactive, potentially damaging present and future quality of life.
My roles (Lord there are too many)
Creative Director: Facilitating and Distribution of work and access to information. Updating and planning of schedule.
Concept Artist: Ensured concept for the environment.
3D Artist: Created the 3D model for the main character.
Texturing Artist: Textured all 3D assets produced for the game.
Worldbuilding /Narrative Writing: Pitched the game idea, developed the world and wrote the game narrative.
Credits
Anastasia Jacobsen
Creative Director / Concept Artist / 3D Artist / Texturing Artist / Worldbuilding and Narrative
Samuel Mathiesen:
Art Director / Programmer / Mechanics / 3D Artist
Ashcon Nejad:
3D Artist / Concept Artist
Felix Schuman:
Concept Artist / Illustrator
Game Premise:
HDMS-Riget is a 2.5 D multiplayer and co-op mobile game, where the asynchronous gameplay gives you the option to play alone or with others, and in your own tempo.
Play as a scouts for the mothership HDMS-Riget. You are the captain of your own little vessel and are tasked with accomplishing missions and maintaining your ship, by solving small AR puzzles, while travelling the vast landscapes of various planets.
In a way mixing aspects from Far Lone Sails, Barotrauma and Pokémon Go!
My Work:
Worldbuilding / Narrative Writing
For the game mechanics to to be relatable and purposeful , it was important that they made sense in a narrative aspect.
Environment Concept Art
Software used: Krita
In the game the landscape would change depending planet visiting, but also correlate with the season in real life.
In this case when we made the game it was winter, so it seemed obvious to make a winter landscape.
3D - Modelling / Texturing
Software used: Blender / Substance Painter
This project was the second time I had textured models, but my first time using Substance Painter.
Development Sketches
Software used: Procreate
These were some of the development sketches I did throughout the project, to illustrate the idea and function of it.