LEXICON
I worked on LEXICON from September to December of 2020, but have since removed many mechanics and reworked the style to create RELIQUARY.

A very basic sketch of a menu screen, the exclamation mark after the first option is the selector and moves as players navigate the menu.
"START" loads the most recent save."LOAD" lists saved games and an option to start a new game or delete previous saves. "SETTINGS" accesses a list of system options including audio and video settings.

The "SPACE" key is used to interact with items and characters, though such interactions are limited and somewhat in conflict with each other.
A short preview of gameplay through the starting tutorial with limited animations. WASD keys are used to navigate in four cardinal directions and holding the SHIFT key while moving causes the player to speed up.

Individual frames for player movement animation.
(1-3) Idle right. (4-6) Idle left. (7-8) Sprint cancel. (9-11) Idle down. (12-17) Sprint right. (18-19) Sprint cancel. (20-22) Idle up. (23-28) Sprint left.

Semi-final designs of an assortment of NPCS.
(Left to right) Parasitic isopod, dragon, potions witch, werewolf, scarecrow, first boss.

Originally this was intended to be within the branches of a great tree, with the trunks to the north being a place players could use to magically communicate with said tree.
Zoomed out view of the room featured in the example video without shaders applied.

An early design of previously mentioned great tree from the outside. Players are extremely small by comparison with the game view being much more zoomed in, partially obscuring the tree at all times.
This was composed before the magenta color scheme was decided upon.

On the left is the save menu that allows players to save or load the game at any time. On the right, a settings menu is displayed with options to edit audio or video settings as well as quit the game.
Lexicon page functioning as a menu. All tabs are placeholders, but they exist to link to other menu pages.

Lexicon page functioning as another kind of menu.
The left page shows players inventory, while the right lists player statistics, their condition, or what they currently have equipped.

The merchant has a space for their dialogue and a sell menu can be swapped to for players to sell items back.
Very rough mockup of an example character acting as a merchant of some items. The first item is selected in the menu and displays a short description. The cart contains items selected and their total value.

Character dialogue interaction preview. The typeface used is one I made for the game to be pixellated but also cutesy.
Names of characters appear above their message, and all the UI is filigreed.


(Left) Code language invented for the world. (Right) Example of a block puzzle.

Building assets created to populate example areas.


Concept designs for translatable puzzle doors. The left door says (TRANSLATE THIS)

Early concept sketches for playable characters.
The choices were between 3 simple shapes each a different primary color that would tint the entire game.

I switched to this kind of character to cut down on animation time.
Mannequin sketches.

Rough isopod sketches.

Semi-final isopod color design.

Harpy sketches.



Concept sketches for the first boss. Certain characters turn into monsters over the course of the game, this character being the scarecrow. The fight takes place in a locked barn and players die in one hit. Certain items change different boss fights, for example players can bring oil to this fight to disable the boss's charge attack.