Case study 02/02Outer Zone Studios2020–2023Unity · C#

Space DistrictDaedalus

Press start

Questmaster · Mission 01

Simple characters a small team could animate, each one easy to recognise.

Client
Outer Zone Studios
Genre
2D top-down shooter
Years
2020–2023
Engine
Unity · C#
Role
Art direction, Character design, Animation, UI & level art, C# programming
Tools
Unity, C#, Photoshop, After Effects, Blender
Level 00

The rules

Before a small team draws a hundred things, it needs a few rules: what has to read on screen, and what can stay cheap.

  1. OutlineOne weight, on everything#0b0f1c
  2. Deep spaceBehind it all#141a33
  3. Station steelWalls and floors, kept cool#3f5f80
  4. Console lightThe brightest surfaces in a room#a9c4e0
  5. NebulaThe only colour outside#3e8080
  6. SkinWarm, so people read first#f2c9a2
  7. The cultEnemies get their own hue#5e3a80
  8. AlertEnemy rings, key words#d8352f
  1. 01

    Cool station, warm people

    The rooms are steel blue and console light; the cast carry warm skin and coloured suits. The eye finds a character before the room.

  2. 02

    One outline for everything

    Characters, props and interface share one dark outline, so a sofa, a raider and a button all belong to the same world.

  3. 03

    Colour has a job

    Red only means danger or something important: enemy rings and key words. Crew stand on pale rings. Nothing is red for decoration.

  4. 04

    Silhouette first

    Big heads, few shapes. Every character had to be recognisable as a black shape before it got colour, then cut into parts a small team could rig.

  • LeadLead
  • PrincessPrincess
  • QuestmasterQuestmaster
  • RaiderRaider
  • CultistCultist
  • CrewCrew
The silhouette test: if you can tell who it is as a black shape, it works in a fight.
Level 01

Crew

Few shapes, big heads and one outline weight. Easy to animate in a small team, easy to tell apart on screen.

Lead

View

Suit

The standard suit has a full turnaround. The other four suits were drawn from the front only. Choose him in Navy to see his idle animation from the game.

The rest of the crew

Six more crew members, drawn by the same rules.

  • Crew member 1
  • Crew member 2
  • Crew member 3
  • Crew member 4
  • Crew member 5
  • Crew member 6
Level 02

Station

The levels and the interface were designed together. Open the lockers, switch the interface off in the lab, or tap a marker.

In-game screen: crew quarters with a lounge, lockers and the player standing in front of themStorage open: a grid with a blaster, two gadgets and a large weapon taking three cells; 1,250 credits
  1. 01 / 05

    Storage

    Each item takes up as many cells as its size needs.

  2. 02 / 05

    Large items

    The big weapon takes three cells, so storage space has to be managed.

  3. 03 / 05

    Credits

    Your credits are shown right next to the items.

  4. 04 / 05

    Props

    Sofas, lockers and plants use the same outline as the characters.

  5. 05 / 05

    Abilities on Q and R

    The number under each slot shows the charges left.

Level 03

Hangar

Enemy warships as line drawings, the player’s ship in colour. Pick a ship and move the pointer to steer it.

Player ship, variant 1

Player ship · 01 / 04

Colour

Player ship

Enemy fleet

The player’s ship. Players upgrade it as they progress through the game.

Cam 01 · Nebula00:00:00
Cam 02 · Engine trail00:00:00

The player’s ship in an early Unity build.

Level 04

Factions

Two enemy factions: space raiders in scrap armour and cultists in masks and robes. Their silhouettes are different enough to tell apart in a fight.

Space raiders

  • Space raider 1
  • Space raider 2
  • Space raider 3

Scrap armour, goggles, gas masks.

Cultists

  • Cultist 1
  • Cultist 2
  • Cultist 3

Skull masks, robes and a staff.

Splash screen: three hooded cultists in front of a violet moon

Cultist splash screen

Level 05

Motion

Hands, weapon and the swing effect were drawn as separate layers in a fixed order. Characters are animated from these parts in Unity instead of frame by frame, and the logic behind them is written in C#.

Rig Raider swing: layer order for the hands and the blade
Splash The princess, early animation
Level 06

Supporting cast

Two characters, several versions of each.

Questmaster

Five versions of the character who gives out missions.

  • Questmaster, take 1
  • Questmaster, take 2
  • Questmaster, take 3
  • Questmaster, take 4
  • Questmaster, take 5

Princess

Three early versions, then the final design with its turnaround.

Earlier takes

  • The princess, earlier take 1
  • The princess, earlier take 2
  • The princess, earlier take 3
Level 07

Main menu

Pilot profiles on the left, the selected pilot on the platform, the menu on the right.

Outer Zone Studios · 2020–2023

“The goal was to make something that isn’t generic.”

Mile Mićić