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Project Noumenon

This are a view samples of the Work I contributed to the first semester Game Project "Noumenon". My tasks were mainly affiliated with Art Direction and Concept Art. But I ended up also doing the Final Element of the UI and Menus as well as parts of the Level Design.

The Final Logo Design for the Game, done in Illustrator and Photoshop

The Final Logo Design for the Game, done in Illustrator and Photoshop

First concept fir the Main-Menu Background

First concept fir the Main-Menu Background

The First Splashscreen-Concept

The First Splashscreen-Concept

Level Design and Player Character Concept

Level Design and Player Character Concept

Slate Rock-Platform Concepts for the Level Design

Slate Rock-Platform Concepts for the Level Design

First Obstacle a "Kill-Gap" the instantly kills the Player

First Obstacle a "Kill-Gap" the instantly kills the Player

The Soul-Well - Save and Reset Point for the Player, Left is the idle State. In the Middle the Cursed/Blocked State. The last one is the Concept for the activated Soul-Well.

The Soul-Well - Save and Reset Point for the Player, Left is the idle State. In the Middle the Cursed/Blocked State. The last one is the Concept for the activated Soul-Well.

A concept for a Switch use to activate Doors and different interactive Level-Elements ...

A concept for a Switch use to activate Doors and different interactive Level-Elements ...

The Slate-Rock Door Concept in different opening stages

The Slate-Rock Door Concept in different opening stages

The Concept for a Pickup-Point for various Key-Runes, that the player would need to open specific doors. Left one is the empty state and the right is waiting for the player to pick up the rune.

The Concept for a Pickup-Point for various Key-Runes, that the player would need to open specific doors. Left one is the empty state and the right is waiting for the player to pick up the rune.

The Rune Lock-Concept. The Far left state is signalling that the Player has not the right Rune. The Middle on is the idle State and the right one shows the concept for the activated lock.

The Rune Lock-Concept. The Far left state is signalling that the Player has not the right Rune. The Middle on is the idle State and the right one shows the concept for the activated lock.

A concept for a hovering Plattform in idle (left) and moving state.

A concept for a hovering Plattform in idle (left) and moving state.

A concept for a snapping Spike trap.

A concept for a snapping Spike trap.

Concepts for the different states of a retracting Platform

Concepts for the different states of a retracting Platform

A concept for a portal entry.

A concept for a portal entry.

Concept for the Exit of the Portal

Concept for the Exit of the Portal

A very quick concept for a demon the player will be able to posses

A very quick concept for a demon the player will be able to posses

Concepts for Various organic Level Elements

Concepts for Various organic Level Elements

A Quick Collage to test the overall effect of the various elements and the level-design readability

A Quick Collage to test the overall effect of the various elements and the level-design readability