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No Comply
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No Comply is an upcoming mobile skateboarding game produced by SLIMB, created by Gabriela Barbosa and her sister Mariana Barbosa.
 

I was brought in to handle the initial visual development for the entire game, from interfaces to backgrounds and characters. I'm going to show you a little bit of what was created for this really cool project!

(off the top, here are some sketches from the early part of the game that ended up getting scrapped. I still really like this shop screen... I think I'll use it for something one day.)

Main Screen (Skateshop)

One of the first project demands I'll show here was the skateshop. Since it was going to serve as a sort of central hub for the game, we gave this scene some extra love. It was designed so the player could scroll across the screen and interact with the main areas and various game menus, such as customization (for both clothes and skateboards), item shops, settings, achievements, and much more. It was all detailed to make the function of each part of the shop intuitive the very first time the player looked at it.

Interfaces

For the game’s interfaces, we chose to maintain that same detailed identity, giving the impression that everything could be physically clicked to interact with, from the camera-styled menu to the other skateboard customization menus, clothing shops, and even the achievement magazines.

Model sheets

<< In the game, we have several magazines and images of real skateboarders made by the amazing Pedro (@linkpixel).

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Backgrounds

Unlike the menus, which were going to be static, the backgrounds for this runner-style game were designed to be procedurally assembled. This led to several initial tests, which later led us to build the game in multiple layers, with different types of levels and layer tiers so the scenery could piece itself together as the player advanced through the stage, avoiding the feeling of looking at the exact same street over and over.
 

I think this was one of the parts I enjoyed the most, because I love this style of buildings reminiscent of classic beat 'em ups. And of course, getting to make various things inspired by architecture I see on the streets of my country is always an extra bonus. Below, you can take a closer look at some of these buildings and details! (I really like the street market!)

Characters

Perhaps one of the trickiest parts to develop visually, and in the game's overall programming, the main idea was to allow the player to customize their character in a bunch of different ways.

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This first required a lot of research and assembly on how to do this efficiently. After making the initial setup, the process was handed over to @linkpixel so he could create all kinds of variations for clothes and other cosmetic items. From there, it was passed on to another very important person on this project, Victor (sociales.art), who created all the game's animations based on the characters initially designed.

(The security guard I initially animated compared to the skater animated by Victor, needless to say who the real animator is XD)

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Early versions of the player characters and the initial spritesheet that was reworked.

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There are several other little details about this game that were left off this page, but there's already plenty to look at here. I hope you get to see more of these details by playing the game when it's released! And thanks for reading this far!
ʕ •ᴥ•ʔ/

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