UI Art
In spearheading the game's visual identity, my focus on the UI design was paramount. I navigated the complexities of juxtaposing futurism with the mystical undertones of the plotline, opting for a foundational sci-fi aesthetic infused with hints of natural design elements. With this I aimed to evoke the eternal struggle between humanity and the unyielding forces of nature, even amidst the boundless expanse of space.
This deliberate fusion serves as a poignant reminder of our innate connection to the natural world and the enduring influence of culture and spirituality. Through the interplay of design elements, I sought to challenge the sterile façade of corporate branding, unveiling the interplay between futuristic exploration and the ancient, mystical depths that shape Satan is an Astronaut’s narrative. Through this exploration the game won the category for UI design in the game jam.
Character Art
The Animals of the Story
In SiaA there are two animals, Virgil the hairless cat who acts as Cassie’s Lawyer, and The Grand a stand in for Satan and our villain. I wanted to make sure the players would enjoy Virgil and all his cat-like mannerisms but also not trust him one bit. While him being a hairless cat already helped that a lot I found adding in the dark points made him look less cutesy. The Grand originally had normal deer antlers albeit very large but upon review I opted to go for a more wild and twisted look for him to reflect the events of the story. I used creatures from shows like Over the Garden Wall and Ghibli movies as inspiration for his look.
Character Emotes
Within the visual novel the characters change emotion depending on the story. There’s also some animation which is applied via code for things like little bounces or slides if they’re happy or sad etc. It really makes the game have more punch to it. Each character has unique emotes according to their personality.
Background Art
Background Art References
Here are the reference images I modelled myself in Blender. I’m not much of an expert in backgrounds so having references for lighting and perspective was very helpful. These were all done in under an hour