One Way Wellington was a management simulation game directed by Louis Earl. WREDA asked Louis to create a prototype game that represents the creative communities of Wellington. Their goal and desired purpose for the game was to influence creatives to relocate to Wellington. Halfway through this project, Clive Cooper and I were brought in to be the Unity UI developers and designers. My overall task was to create a UI system that was user friendly to new gamers and veterans alike while making it have the polished feel. I also ended up designing the brand guidelines and logo for One Way Wellington.
This was part-time and over each week we would follow a structure for each area of implementation. Meeting (discuss next brief), Moodboard, draft design, review, final design, review, implement. It was an experience that allowed me to focus more on intermediate UI programming and transitions within Unity.
The interface design was inspired by the games; Prison Architect, Oxygen Not Included, Sims, and other management games. All the icons were made in Adobe Illustrator. Implementing the UI was simple as Louis Earl had already set up a document guiding around his code and had the frame-works for the UI already in place.
The branding was heavily influenced by the Art Director Jeremy Cameron who had created a mood-board that fitted the brief he was given. I was assisted by Clive as well when designing the logo for the game. We drafted ideas, selected a few, made our separate iterations, reviewed them, selected one and then iterated again. Once we were happy, we would polish, vectorise, and make scalable versions of the logo.
WREDA decided that it was not economically viable to fund a management simulation game as their audience did not play video games. It was an extremely valuable learning experience as I became very confident in handling and making scalable UI in Unity. This project was the start of a long term creative partnership with Jeremy Cameron. This led us to make Black Channel the following year.
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