Ikigai
Colors of Life

Ikigai
Colors of Life

Ines Hennemann

Ines Hennemann

This Project was a group-Project.
Click here to get to the Portfolios of

Karina Kem (coming soon)

Alex Filip (coming soon)

This Project was a group-Project.
Click here to get to the Portfolios of

This Project was a group-Project.
Click here to get to the Portfolios of

Karina Kem
(coming soon)

Alex Filip
(coming soon)

Ikigai - Gameplay Video

Ikigai
Gameplay Video

Ikigai
Gameplay Video

Here you can see a recording of us playing our prototype, with the ingame view cut simultanously. In order to keep the inclusion as high as possible, we enabled the same functions for both hands, so the player would be able to play using only one hand. In addition, the player can choose to turn continuously or clipping, so playing while sitting (e.g. in a wheelchair) would be no problem. Of course, when two hands and free movement are available, using both feels much more natural while playing and is intuitively adopted by the players.

Here you can see a recording of us playing our prototype, with the ingame view cut simultanously. In order to keep the inclusion as high as possible, we enabled the same functions for both hands, so the player would be able to play using only one hand. In addition, the player can choose to turn continuously or clipping, so playing while sitting (e.g. in a wheelchair) would be no problem. Of course, when two hands and free movement are available, using both feels much more natural while playing and is intuitively adopted by the players.

Ikigai - First Concepts

Ikigai
First Concepts

Ikigai
First Concepts

I created a lot of concept art for our prototype, displaying our thoughts and development. For the mechanic the basic idea was to shoot with spiritual energy and colour the world around you. Each puzzle solved would colour a particular area. In our Prototype we started with the tutorial scene, the spirit forest, and decided to implement all kinds of interaction the player would unlock during the course of the game, using different kinds of spiritual power. The woman plays a central role in our story, yet she did not make it to the prototype.

Explore my game prototypes from the
first three Semesters of my Game Art and Design study at HBK Essen.
The first Semester Project was a desktop walking Simulator with autobiographical Elements. The second semester Prototype was a mobile game focussed on mechanics, scripting and animation and the third semester prototype was a VR- and a team project, where I mainly focussed on environmental Design, Worldbuilding and Concept.

Ikigai - Final Mechanic

Ikigai
Final Mechanic

Ikigai
Final Mechanic

The basic mechanic idea is, that the players are collecting Yokai to help them evolve their spiritual power and unlock new features. The kind of power is displayed by the colour of the Yokai. In the final game, the players would have been able to switch between the different functions freely after activating it for the first time by collecting a Yokai of the fitting colour. The spiritual energy can be moved by the players midflight, in order to create the feeling of the energy being an extension of the players body.

The basic mechanic idea is, that the players are collecting Yokai to help them evolve their spiritual power and unlock new features. The kind of power is displayed by the colour of the Yokai. In the final game, the players would have been able to switch between the different functions freely after activating it for the first time by collecting a Yokai of the fitting colour. The spiritual energy can be moved by the players midflight, in order to create the feeling of the energy being an extension of the players body.

Ikigai - 3D modelling + Worldbuilding

Ikigai
3D-Modelling
Worldbuilding

Ikigai
3D-Modelling
Worldbuilding

Of course we put a lot of effort in building our world and concepting our level. We wanted the players to dive into a mystical forest, untouched by humans for a long time. We decided to use Mangroves as a reference for the trees, to create an untamed and alien atmosphere. The Yokai and the lamps in warm colors are supposed to comfort and guide the players on their journey. I created a central hill to give the player the opportunity to overview the scene and enjoy the wonderful view on the spirit lake. The Yokai also evolved in their function. While some stayed simple and collectible as planned, one became more detailed and aids the players as tutorial guide. All the models shown here in substance and blender are modeled and painted by me.

Of course we put a lot of effort in building our world and concepting our level. We wanted the players to dive into a mystical forest, untouched by humans for a long time. We decided to use Mangroves as a reference for the trees, to create an untamed and alien atmosphere. The Yokai and the lamps in warm colors are supposed to comfort and guide the players on their journey. I created a central hill to give the player the opportunity to overview the scene and enjoy the wonderful view on the spirit lake. The Yokai also evolved in their function. While some stayed simple and collectible as planned, one became more detailed and aids the players as tutorial guide. All the models shown here in substance and blender are modeled and painted by me.

Ikigai - VFX Systems

Ikigai
VFX Systems

Ikigai
VFX Systems

I also created my first VFX-systems for our Protoype. In the first Video you see the assembling of the sphere, consisting of two simple VFX-Systems. The Spirit VFX-Effect in the second Video was more complex and was used for our intro scene.

I also created my first VFX-systems for our Protoype. In the first Video you see the assembling of the sphere, consisting of two simple VFX-Systems. The Spirit VFX-Effect in the second Video was more complex and was used for our intro scene.

Ikigai - Particle Systems

Ikigai
Particle Systems

Ikigai
Particle Systems

Besides the VFX-Effects I also took care of the particle systems in our Protoype. I created the little fireflies that are circling around some of the shrines and the turqouise dragonflies that are gliding close to the water surfaces. I also balanced the particle system of our fog to make it seem like being everywhere at once. in fact, the fog in the game surrounds and follows the player continuously, contributing to the mystic atmosphere and is best to be seen in the gameplay video.

Besides the VFX-Effects I also took care of the particle systems in our Protoype. I created the little fireflies that are circling around some of the shrines and the turqouise dragonflies that are gliding close to the water surfaces. I also balanced the particle system of our fog to make it seem like being everywhere at once. in fact, the fog in the game surrounds and follows the player continuously, contributing to the mystic atmosphere and is best to be seen in the gameplay video.