Our co-op VR puzzle game ELSEWHERE ELECTRIC⚡is now available on Meta Quest, Steam, and mobile: elsewhereelectric.com
A: I know I've got The One when I can look at the design and not immediately feel the urge to tweak some tiny, almost unnoticeable aspect of it!
~fin~
Give us a wishlist: store.steampowered.com/app/4006340/...
A: I know I've got The One when I can look at the design and not immediately feel the urge to tweak some tiny, almost unnoticeable aspect of it!
~fin~
Give us a wishlist: store.steampowered.com/app/4006340/...
That being said, it was also freeing by not having to fit any of those aspects into the design.
That being said, it was also freeing by not having to fit any of those aspects into the design.
A: This time around we decided to do something different: we started with the trailer with only a concept for the game. We were just starting production when I began to design the logo.
A: This time around we decided to do something different: we started with the trailer with only a concept for the game. We were just starting production when I began to design the logo.
Later in the process, we had a small design change that changed the concept entirely.
Later in the process, we had a small design change that changed the concept entirely.
A: The design of the first "O" ended up being a happy fluke. I initially designed that as a part of an animated graphic element to go alongside one of the module shots in the trailer.
A: The design of the first "O" ended up being a happy fluke. I initially designed that as a part of an animated graphic element to go alongside one of the module shots in the trailer.
A: A lot of the early inspirations for the initial designs revolved around photo collage and assemblage art. I really wanted to emphasise the idea that the logo would be made of many distinct elements.
A: A lot of the early inspirations for the initial designs revolved around photo collage and assemblage art. I really wanted to emphasise the idea that the logo would be made of many distinct elements.
A: First came brainstorming a wide range of designs. This initial phase is very experimental. I’m loose with quality, look at different arrangements and points of emphasis, and I do not limit myself to readability.
A: First came brainstorming a wide range of designs. This initial phase is very experimental. I’m loose with quality, look at different arrangements and points of emphasis, and I do not limit myself to readability.
A: My main goals heading into the design were to depict a relationship between our space station and Mercury, a hint at puzzle elements, and then, to a lesser degree, have it feel evocative of the sci-fi genre.
A: My main goals heading into the design were to depict a relationship between our space station and Mercury, a hint at puzzle elements, and then, to a lesser degree, have it feel evocative of the sci-fi genre.