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Syndicate

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We were commissioned to design and direct the game cinematics and provide a graphic language that could be used throughout production & marketing. Our challenge was to create a dramatic and engaging prologue that would not only provide a background narrative to the game but establish a visual language for all in game graphics and promotional material. Syndicate was an old isometric game that had a huge following in '93 with a popular cyber punk graphic styling. Our challenge was to create a new graphic language that would seduce the high end gamer of today. We were conscious of the basic interpretation of a post apocalyptic future and wanted to steer away from the usual distressed typography and glitchy styling of many current first person shooter games. Instead of a glossy approach, we restricted ourselves to a black&white palette, using orange as our only highlight colour. To illustrate the connectivity theme of the game, we designed a family of signature wireframes that would scale and connect together like a fractal. We achieved this by using only dots and lines without any depth of field or post heavy polish. We felt the subversive nature of the story would resonate best with a lamenting sound composition, accompanied by an ominous VO narration.
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  • We were commissioned to design and direct the game cinematics and provide a graphic language that could be used throughout production & marketing. This meant working closely with the game art director and game designer, co-writing scripts and testing R&D works.

    Our creative challenge was to create a dramatic and engaging prologue that would not only provide a background narrative to the game but establish a visual language for all in game graphics and promotional material. Syndicate was an old isometric game that had a huge following in '93 with a popular cyber punk graphic styling. Our challenge was to create a new graphic language that would seduce the high end gamer of today.

    We were conscious of the basic interpretation of a post apocalyptic future and wanted to steer away from the usual distressed typography and glitchy styling of many current first person shooter games. Instead of a glossy approach, we restricted ourselves to a black&white palette, using orange as our only highlight colour.

    To illustrate the connectivity theme of the game, we designed a family of signature wireframes that would scale and connect together like a fractal. We achieved this by using only dots and lines without any depth of field or post heavy polish.

    We felt the subversive nature of the story would resonate best with a lamenting sound composition, accompanied by an ominous VO narration.

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