Iconography
3D
Visual Direction
As a UI Artist on Need For Speed No Limits, (iOS & Android) I led the redesign of the material system used in the game. As we began to feature more EV's, the current material system no longer worked. Materials that were specific to combustion engines had to go and a new simplified system had to be designed in its place.
I led a team of 2D and 3D artists in a redesign of the 60+ material icons in the game, working with the design team on a new meta system and naming convention. We worked from concept to implementation in just under two months.
I did the bulk of the modelling work myself in Blender, defining a production workflow for texturing, lighting and rendering that worked with artist imports from Maya and 3DS Max. It was my favourite project from my time on the game and one with the largest impact.
The new material meta was designed around the concept of abstraction. We wanted to take our current system of real world parts and give them a 'fantasy engineering' feeling, leaning into the rarity scale to increase the feeling of reward and achievement. This extended through to the animated card backgrounds and the UI itself.
I worked alongside the 2D art team to put together a few blockouts and early concepts for what our icons could eventually end up being. We focused on silhouettes that looked good at small sizes, and texturing and lighting that referenced the real world parts they were based on.
To achieve consistency in the final models, we made used of shared materials and a lighting and camera rig that allowed artists to drop in a model from any program and have it instantly match the style. I'm extremely grateful for the team we had, and very proud of the results.
CREDITS
UI & Art Direction:
Christian Orkibi
Concept Art:
Christian Orkibi, Sahan Gamage
3D Modelling:
Christian Orkibi, Sahan Gamage, Aaron Hoffman, Guy Milner, Grigor Pedrioli, Jesse West