RUPEE.

Currency Concept

 

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

Timeline

April 2021

1 day

Contributors

Designer

Noor Amin

Researcher

Keshav Khosla

Tools

Blender

Adobe Photoshop

Adobe After Effects

Adobe Premiere

My Contribution

Interface Design

Interaction Design

3D Visualization

Concept Art

OVERVIEW

Click to access the full text

Cover and page design

Early Development

Conceptualization: Clocks and Compasses

"Suppose time takes the form of seven identical spirals, arranged neatly in a circle. Time bends over precisely and repeatedly, never interlocking with itself. Now and then, some cosmic disturbance will arise from the splitting of neighboring spirals. These events are called Centralities, and they allow for the passage of souls between the Seven Worlds of Constellis."

Though linearity is often assumed in narratives, I find that some of the most successful fiction media twists our perception of time. In particular, the independent game Braid by Jonathan Blow renders time as different physical phenomena. For instance, time may move slower when approaching an origin point, or time moves in conjunction with the player's character.

The concept behind the opening lines of Zero was inspired by analog clocks and compasses. I found clocks to be a particularly interesting artifact of how we communicate time. Compasses were similarly intriguing because, despite their clock-like structure, they convey an ever-changing directionality that has no dependence on time. I constructed the seven spirals of time by borrowing the cyclical movement of a clock's hands and the ever-changing direction of a compass needle.

Braid-uniforms.jpg

A level in Braid in which time moves slower when approaching a ring

ClockAndCompass-Feature-600x300.jpg

Structural similarities between clocks and compasses

Language and Vocabulary

Fantasy affords the opportunity to recreate a system of vocabulary and names to better describe our built environment. Because the narrative of Zero adopted the form of vignettes, I chose to read poetry—particularly Langston Hughes and William Blake—to understand how to maximize poignancy with few words. Below, I have outlined the inspiration behind the names of the seven worlds.

Draconia - Named after the Greek legislator Draco; signifies oppression

Hyacinthia - Named after the intoxicating aroma of Hyacinth flowers; inspired by Bandle City in Runeterra

Jaffar - Originally named Jannah for the Arabic word for paradise; inspired by Jaffar, the sultan in Prince of Persia

Xayu - Derived from the Thai word for elder; signifies wisdom and guidance

The Crescent - Inspired by The Void in Runeterra; ominous and dark

Eisermight - Named after the former CEO of Walt Disney Studios, Michael Eiser; signifies imposing, yet enchanting nature

Lunaris - Derived from the Italian fable Sole, Luna, e Talia that inspired The Sleeping Beauty

Visual Development

Building Worlds as Characters

Gamers, avid readers, and movie fanatics alike become emotionally invested in characters. Why don't we feel the same way about their universes? In other words, what can we learn about the appeal of characters that we may apply to worldbuilding?

We can gauge the appeal of a character through the kinds of aspiration they garner, manifested through cosplay, fanfiction, or frequent selection of that character in a game. Two hyper-aspirational characters that stand out in their respective games are Mercy from Overwatch and Zedd from League of Legends. Primarily, the design of these characters executes a stereotypical archetype with a few twists to best suit them for the themes in the game.

Leveraging archetypes as a method of efficient communication, we can create aspirational worlds in the same way we create aspiration characters. The world Xayu leans into the healer archetype through a muted, white color palette and language that conveys care. The Crescent borrows the same dark aesthetic and mystique employed by the designers of Zedd. Treating worlds as characters allows me to best deliver the more complex, human elements of the Contellis while uplifting its position within the universe.

21-12-2017-overwatch-how-to-play-mercy.j

Mercy represents a fairly typical execution of the healer archetype but has adopted a colorful, mecha appearance.

Zed_OriginalCentered.webp

Zedd is a ninja—seen in almost all fantasy fighting games—but possesses a unique skill set that relies on a clone.

press to zoom

press to zoom

press to zoom

press to zoom
1/6

Layout samples