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TEAM SIZE:  6 persons

DURATION: 4 months (Jan-Apr 2016)

NATE'S NEMESIS: MONSTER ATTACK is a tower defense game designed  for the iOS platform. During internship at Sheridan College, our client, Warren Currell (SHERPA GAMES), had asked us to create a game that his son had conceptualized when really young.

MONSTER ATTACK is about a mutant squirrel that lays siege to cities all over the world. Your task as commander is to stop the threat and guide your troops into action.

Content is inspired by Godzilla franchise and gameplay is heavily inspired by the iOS game Flight Control (Firemonkeys Studios).

TORONTO

2D ANIMATION

THE TRAILER
2D Animation

Originally taken on as the teams only artist, I was tasked with defining the over all art style/direction of the game. 

Once we were able to take on a new artist (the lovely Katherine Elliot), my focus shifted from in-game art to a trailer that our client wished to show off at GDC 2016. 

The trailer seen above was animated entirely in Photoshop, frame by frame, with the exception of the gameplay  footage near the end.

At the time, Photoshop was all I knew how to animate in, I have since learned  of new software and am always looking into industry standards and new techniques to apply to my future work.

UI DESIGN 

UI Design
MENU UI

I was responsible for all of Monster Attack's menu UI. The design intention for the UI was inspired by the army tactician's perspective where  maps, papers and wooden figures are laid out on a desk.  

Below are some concept images for the game's start screen as I was working on getting a feel for the design.

image2016-03-18-123012-1.jpg
mainmenu.PNG

Before settling on anything concrete I did some in-house testing with my team members. I had used Powerpoint as a means of prototyping  and communicating my ideas to the rest of the team. This allowed me to visualize transitioning between different states and menus in the game a lot easier.  A copy of the Powerpoint  prototype can be found in the file right.

final main menu.png

The image above became the game's official start screen and desired aesthetic for the game's UI and the menus to follow were made to suit this art direction.

New York Cover .png
London Cover.png
Toronto Cover.png

Levels could be selected by picking a folder marked with a location. Once chosen the folder would open and reveal a map of the destination and a break down of the main objectives for that level, as seen below.

Toronto Top Inside Folder.png
Toronto Bottom Inside Folder.png
London Bottom Inside Folder .png
London Top Inside Folder .png
New York Top Inside Folder.png
New York Bottom Inside Folder.png

Overall, working on this project was a great learning experience and was an integral part of discovering my passion for making games as  a UI designer.

Copyright © 2023 Kimberly Osborne

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