Visual Design

General Game Visuals
Our game is focusing on a relatively simple, clean art style. We're keeping to a brighter color palate to make space more interesting, and give us more room for feedback creation.

Player ship
The player's ship has to look like it can fight, and haul goods across the galaxies. It's main colors are blue,green and light grey.



Enemy Ships
Enemy ships are more angular. Their primary colors are black/dark grey and red. Occasional colors include dark purple and yellow. Their main influence is fighter jets.

Concept art:



Overworld Design / Game Environment
The game takes place in deep space, which is famously empty. To keep it visually interesting we plan on focusing on some of the the more color aspects of space: stars, far away galaxies, dust clouds, ect. We will spread these out so that the player is never in truly empty space for too long.

Friendly planets
Friendly planets are going to be defined through more vibrant colors, including blue, green, and orange. These colors feel more inviting and will attract the player. These planets will also be giving off tiny auras, to signify that you can communicate with them. These planets will be the main quest hubs and must be memorable form the other planets.

Concept art:



Unfriendly planets or dead planets
Unfriendly or uninhabited planets will focused on more browns, reds, and blacks. These colors are more threatening and foreboding, warning the player before they can approach. These planets will be used in heavy pirated areas to Convey the zone's danger.

Concept art:



Hazards
Asteroids Asteroids will pose a random threat through out space. They will mostly be found in belts, but larger ones can occur on their own as major hazards.

Concept art:



Gas clouds Dust clouds, like asteroids, occur in deep space. They are far more dangerous though, as any spark, like from a laser weapon , will cause it to explode and deal damage to all surrounding units.

Concept art: