Below are some concepts & assets I made for 'Earth Remembers' in my third year of my undergraduate program. Earth Remembers is a role-playing/simulator 'game' intended for use by climate negotiators at the 2018 UNFCCC in Bonn that our team, 'September', developped in collaboration with Purdue University (Indiana, USA), between October 2017 and April 2018. It was also an ECGBL finalist.

For us, it was part of our Games Preproduction Workshop and our Integrated Project 3 modules, where we were in small teams & tasked with developping a game for clients (in this case, Purdue University). We made it as a UI-based simulation set to a sci-fi genre with hints of painterly art in the now-gone Event cards, and its purpose was to teach about climate tipping points, trying to avoid them, & potential effects of reaching those (social, financial, environmental, etc. effects). Each player was given a country within an alliance (based on real-world alliances) & tasked with investing in various resources each turn, based on events happening in the world, thus also promoting negotiation within alliances and between alliances.

The project (which was used in Bonn's climate negotations talks in May 2018) has since been taken further along & I have not taken part in its modifications past my modules, & several features for which I had done art or concepts have been removed - such as Event Cards. Though UI design is not my specialty, it was a very interesting challenge to work as a UI Artist, Card Artist, & Art Implementor throughout the project in a genre I was not used to :)

Our original team, 'September', consisted of: A. Reavey (Designer & Project Co-Leader; main communicator with our client), C. Henney (Designer & Project Co-Leader, also contributed to UI Layout & Design), D. Nichol (Lead Programmer), J. Milne (Programmer), J. O'Neill (UI Artist, Tipping Points Icons Artist), R. Young (World Map Artist, UI Artist), and myself, M. Jeantet (UI Artist, Card Artist, and Art Implementor).

Members from Purdue University & other collaborators also partook in the project, supplying data & working with A. Reavey, C. Henney, and D. Nichol to shape the game/simulation to their need/vision.
Concept Artworks for Event Cards/General use:
(Note: Photographs were used as reference for most of these, & these artworks were produced to give an idea of the type of imagery we could go for - various sceneries/landscapes from around the world)
Event Cards concepts & iterative design process:
Some UI Buttons Concepts:
Some concepts I did for potential buttons designs in the earlier versions of the game. In the end, we decided to go for a simpler button designed by J. O'Neill (shown in the title screen screenshot at the top of this project).
Extra:
Example of an explanatory diagram I made to try to better communicate to my team via electronic messages how we could simplify image assets transitions in the game (less assets, less activating/deactivating of images based on which tab was active - optimise these assets, essentially). This was animated in an attempt at better clarifying the idea, but since GIFs do not work on Behance, this is the still version. 
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