2022 | Logo Redesign
Revisiting some of the earliest UI work I've done; a student project from university, back in 2017-2018 - a quick exercise to redesign the logo I had initially created 5/6 years ago. It's been great to see the growth in skills and knowledge that I've had since then!
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Made using Adobe Illustrator.
PROJECT OVERVIEW
"Project Arcana" was an isometric real-time stealth/action game built in Unreal; players take on the role of a neo-pagan druid infiltrating high-security research facilities to reclaim stolen artifacts.
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Developed as part of a 7-person team for a 2-term university module. My roles were as team lead, producer, UX designer, and UI artist.​ The project was in pre-production between September 2017 and December 2017, and was developed between January 2018 and April 2018, using the Unreal Engine, for the PC platform.
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The goals of the project were:
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To create a fun, quality game prototype.
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To work collaboratively in a multidisciplinary team to create a polished product, from concept to development.
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To iteratively develop on and test the prototype throughout production to ensure the game has a fluid, enjoyable game loop.
PROJECT CREDITS:
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Alex Baird: Producer, UI/UX Design
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James Clayton: Lead Programmer
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Robert Harper: Lead Designer; VFX Artist
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Aurelie Moiroud: Audio Designer
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Liam Shaw: Character Artist & Animator
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Neil Watson: Programmer
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Elena Yankova: Environment Artist
GAME LOGO REDESIGN
Keeping with the "neo-pagan-punk" theming of the game, the game logo is based on the modern druidic "awen" symbol (a representation of inspiration; often associated with bards, poets, painters, and other creatives).
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This symbol is 3 vertical lines spread in a row, sharpening to a point at the top of the lines - often enclosed in circular shapes, and with 3 dots at the top of the 3 lines.
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I am still fond of the general idea I had when I first approached the game logo design as a student - but felt it could do with some polish and iterations.
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In my iterations, I felt the logo looked somewhat like a face - and wanted to avoid it appearing that way. I experimented with line weight and colours, trying to balance the harmony between the 3 lines and 3 dots - trying to maintain the awen shape, but also avoid creating a shape that looked too much like a helmet.



