The need for an in-game cursor arose in my time at Group 6 Studios. With guidance and assistance from the rest of the team and through collaboration with the coders, we implemented this design into the game. It was tweaked based on element used by the player. Colors and contrast differ based on whether the player is idling, hovering, or clicking on an asset.
Battle Casters: Cursor
Battle Casters: Hero Powers
After several play-test sessions of Battle Casters, an added element of hero powers was developed. Placement and color choices were explored as well as animation in order to show proof of concept. Several button assets were added.
Battle Casters: Character Icons
As one of the main artists on the Group 6 team I helped in re-creating the logos for in-game use. These were used on the heads-up display and helped indicate who the player was during the game rounds.
The Earthen Nomad
Jorg was the Earthen Nomad, which meant his symbols and colors had to help in depicting that he was an Earth-based character. To do this I used earthy neutrals, such as green and a warm gray as key colors. I then used his character model as a base reference.
The Infernal Elf
Vesta was the Infernal Elf, which meant that her symbol had to convey a fiery passion. As Battle Casters was further developed, changes were made to match the overall art style.
The Ebisu
At the time, the other characters in Battle Casters had icons by the health bars and the art lead wanted an additional icon for their new storm-based Ebisu character, Kano. As the game was further developed changes were made to match the overall art style.
The Constructs
Initially intended for the use of AI, the constructs have become a bit of a crowd favorite at Group 6 Studios. After developing a good starting point for the concept the sketch was re-designed to match the art style of existing character models. Four models were created in order to differentiate casting type and difficulty.