Art and Consistent Design


Melissa again, as you may remember I’m the art lead of UME and my job is to define the art style and keep it consistent in the game. We decided early on that Mobility would have a simple and low poly look to it. Mobility is a game all about speed and so having stunning graphics we decided wasn’t a priority since players wouldn’t be spending much time looking too long at anything in particular. We also didn’t want players getting lost, confused or distracted by things in the level that weren’t important. Symbolism over realism was the target when designing everything.

The models are simple shapes mostly that match their real life counterparts with straight lines. Across all the levels they match this way. The alien planet models are the only ones that don’t. They purposely look deformed and misaligned to showcase that they’re different from the rest. The other models are all man made but the alien planet ones are not. They’re natural things that come instead from space. So they were made to look different from the rest to further along the point that the lab is not how it usually is.


I myself made the construction site, science lab and office models as well as a few of the alien and steam punk assets. Making sure everything matched but remained recognisable by theme was important to us. Showing a difference between the standard lab before the explosion and the portal’s influence afterwards with the mixing of dimensions was vital to the story since it’s mainly being told environmentally.

I also wanted this mimicked in the poster we’re using. The poster we decided to also keep simple to match the style of the game. It includes the portal opening up in a hallway with objects being thrown out of it. I included one object from each theme of the game. A traffic cone to represent the construction site, a grandfather clock for steampunk, a crystal cluster for the alien planet, a gift box for the toy room, a conical flask filled with the green slime for the existing science lab and a piece of the portal that’s been ripped apart. This is done to also help players understand the story of how the lab came to be sectioned off and mixed with different assets. 

 With the games story being told this way it’s really important that details like this are easily picked up by players without overdoing it with unnecessary items that might just cause confusion. Regardless of how the story may be interpreted I hope you enjoy the game as well as it’s art when you play it, we’re very close to our release date now.

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