"If you love the dreamy nostalgia and Easter egg color palettes of Wes Anderson films, Maquisard, will make your twee heart soar." - The Verge
Maquisard aims to charm the player. Drawing inspiration from French castles, Wes Anderson films, and Clue, we want to fill the game world with a quirky characters, beautiful environments, and music to delight the players.
For the gameplay, Maquisard set out to explore three areas. We wanted to give old logic puzzles that one finds in magazines a new spin and use them in a game. We also wanted to examine how the loathsome act of snooping can be used to solve mysteries. Lastly, Maquisard studies how a “go where you want but can’t be everywhere” system plays out.
MY ROLE AND APPROACHES
"There, you'll find classic Andersonian flourishes—a color palette like a pastry shop, analog technology in spades, an Iris Wipe transition from one scene to the next." - Co. Design
I worked as a visual designer in the team, I was mainly focusing on the art direction and visual communication of the game. The theme of the game was inspired by Wes Anderson's movie, we also wanted to translate the aesthetic into the striking interactive experience.
As the main scene of the game, the hotel is one of the most important visual elements. Functionally, the hotel was structured for fitting the gameplay content with production requirements. Aesthetically, it looks charming.
The main approaches:
- Side-view Layout: For the visual communication efficiency. Coordinated with the camera behaviors to provide the best visual perspective for showing most details and creating the focus.
- Multiple Layers: For the gameplay functionality. Coordinated with the character behaviors: moving, eavesdropping, and snooping into the room.
- Interactive Elements: For the game content requirements. Coordinated with the scheduled events and character behaviors.
- Color Palette: Clear, Elegant with some variation.
"It's a fun and creative role-subversion
." - Boing Boing
Angela Lee - Character Design and Animation
Wyatt Yeong - Programming
Terry Li - Game Design
Julian Hyde - Project Management
Andrew Struck-Marcell - Music and SFX
Boston FIG 2015 Digital Selects
Student Competition Nominee, Ludicious - Zürich Game Festival
E3 Expo 2015, LA
IndieCade 2015, LA
Boston FIG 2015, Boston