The WANT Factor
This was an important aspect for designing these items. I wanted the designs to be shiny and bright and exciting to look at. For a game about heists and thievery what good would it be if the loot in question wasn’t desirable to look at?
Diamonds, Artifacts, Gold and Silver
These were pretty straight forward. Especially the Gold and Silver bars.
A Jewel is a Jewel, so the only thing I had to figure out was shape and color.
The Artifact
The most challenging of this lot was probably the “Artifact” As its a pretty undefined term. Figuring out what it would actually be was tricky. I explored a bit of what it could be back when the idea was for Cards as the loot. You can see Dinosaur bones, a Vase, a Framed Painting, A Sculpture, Arrow Heads etc.
What ever I decided, had to make sense to be found in various “locations” at least to me, as the designer. So that ruled out Dinosaur bones (in my head)
It also had to be exciting to look at. It had to trigger that want feel. So that ruled out Arrow heads and Vases. Because who cares. I felt like if I were robbing a place, I really wouldn’t care about arrow heads and vases. I thought about my own trips to museums in the past and how little I cared about things like arrow heads and ancient artifacts from pre-history. I also recalled seeing many vases of varying embellishment and I can’t describe to how little brain memory space I have allotted to each and every one of them.
Sculptures. Hmm. Maybe theres something there. Definitely not Modern Art though, so the initial thought of “sculpture” was scrapped.
What about something that looked mystical. This is when I started thinking about Billy Zane, and how much of a cool dude he was.... (Hahah) Because he made “The Phantom” and I remembered being young and watching that movie and loving it. You Might be able to see where I’m going with this
Long story short, I thought “YES”. Something that looks ancient but also mystical, and something that could exist in duplicate form and wouldn’t, as a result be devalued by having multiples. Something that people would want to collect. So could randomly be found all over a city, and more importantly something people would want to STEAL for themselves.
The Data Drive
Oh Data Drive. Most challenging item to design in case you couldn’t tell by how much art was around it. How do I make a hard drive look desirable?
The designers had the idea of a 2 Part item. So each half was worthless without the other. That’s great, but it doesn’t help make the idea exciting. The first idea was having the two pieces snap into each other. The action of puzzle piecing the only item in the game that works like this could be exciting, the challenge came in from making it work visually, and the act of combining the two pieces producing a visual payoff that was satisfying for the player.
So that’s where the idea of a double sided chip came in, where after combining the two pieces you can flip over the chip and get a more appealing visual (i.e an open hard drive)
I had the idea later to make the drive a safe, that would literally be opened to reveal physical money, but that idea was scrapped. Instead we returned to the actual hard drive design with “digital money” as the gimmick, like Crypto Currency.
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