CREATURE ASSETS & OBJECTS
Two sets of animals were created, one for the Garigue biome and one for the Ocean. Each animal had a walking animation, and would walk left or right across the screen, eating or being eaten by animals on higher trohpic levels upon collision.
 
The underwater assets were created first, and these colourful animals were mostly appreciated by female test players.
Thus the Garigue animals, which have a relatively more limited colour palette, were created to balance out the visuals and appeal to boys.
Collectibles were hidden in the game map.
 
GAME WORLD & BACKGROUNDS
Game maps were illustrated on circular disks, which were zoomed in during play to reveal limited sections of the map.
These could then be rotated at will.
Typical view of the game map. Animals walked left or right on slightly curved paths.
Zoomed in view of ocean habitat.
HUD & INTERACTION SCREENS
The game metaphor involved a space explorer travelling to biome worlds, documenting and affecting the ecosystem. This the client wanted a high tech look to the cockpit, which served as the level select screen, and the HUD.
The player gradually collected Energy Points which they spent to add new animals to the biome.
An Ocean and Garigue biome were completed. A Tundra biome was planned but cut due to budgetary restraints.
Detail from the game's promotional poster.
Staterra
Published:

Staterra

Staterra is an educational game aimed at teaching children about how ecosystems and trophic levels of energy work. On a freelance basis, we drew Read More

Published: