Time to Rob
Type of project
Role
Video Game Concept
Character designer - UI artist - Concept artist - Game designer
Duration / Date
2 month / December 2023 to February 2024
Location
Remote work
Time to Rob is a 3D bulgary game in party game format that I designed alone for my application to the CNAM-ENJMIN.



Those are the all 4 characters designs I do during this project. I reflected each designs in relation to the personality and abilities of each character. It is important because it's the means of truly differantiating the characters from one to another, in addition to the animal associated with them.
I was inspired by the characters from ROOT but also Animal Crossing and Overcooked with their round shapes and specifc elements who that are highlighted on the character.

Before becoming a professional burglar, Jaki belonged to high society, and his ultimate dream was to become a master in the art of deception. That is how he came to lead this team of so-called misfits at BAD CORP. As a leader, he has the power to take on the abilities of his team members for a few seconds.


Sasha has always been spoiled by those around him and by life, particularly because his father is the boss of BAD CORP. Sasha never had to worry about money or any of his needs until he reached adulthood, when, with no qualifications, his parents were forced to found him a job in their company to have no shame on their son. From that day on, his parents refused to give him a penny. Due to his clumsiness, he often fails his missions but he is becoming increasingly discreet.

Cleon is a real estate student, but he struggles to make ends meet on his meager salary. One day, he is offered a job as a burglar at BAD CORP, which he accepts without knowing what to expect. Very fearful, he tends to make himself invisible to hide his enemies.
Lily comes from a family of snoopers and burglars, from parents to children. Her destiny was imposed on her without her having anything to say in the matter. Her family's choices led her to BAD CORP. She doesn't feel particularly happy, but she's not unhappy either. She simply does what she is told to do.

For the environment I was inspired by :
- Ooblets for their flat color environment that works perfectly.
- Luigi's Mansion, for their dark ambiance where you can see almost only with your flashlight.
- Overcooked, with their third person camera with a 3/4 viewpoint.

The UI was inspired from mobile game. I wanted to creating something simple, easy to understand.

In game, the player has various informations like :
- The game score : the score is the same for all the players, it depends of how much you burglarize and how big the thing you burglarize are.
- The timer : the time you have to finish the game and burglarize everything.
- The silence measure : when you make some noise, the measure increases.
- The position of other players by an arrow : you can know all along the game where are the other players.
- A border around objects with a key to click on your keyboard : You can know when you are aournd objects if you can take this objects or not through a border.


I wanted a interactive map were ou can see your characters wander from place to place. When you have completed your mission in a location, a BAD CORP stamp is applied to that location.
hen you finish the game, you get to talk to your boss who grades your mission and your score.

I wanted to create a logo that catch the eye when you saw it , but that would also convey the atmosphere of the game through its visual.
I made a cutscene explaining the context of the game and how you end up going on your missions. For this cutscene, I was a lot inspired by Larcin Lazer from Doc Geraud.
