Retro Horror Adventure

ART DIRECTION / VISUAL DESIGN / CONCEPT DEVELOPMENT / STREAM DESIGN / PACKAGING

Pixels and chiptunes collide

Jumping through the warp gate in a mashup of design and music. A collaboration with chiptune / synth artist LukHash that dove into a new uncharted retro territory. The challenge was incorporating both Tantrum9 and LukHash brands respectfully into a retro experience. Combining the design edge of Tantrum9's horror content with the energetic and foot stomping beats of LukHash.

I had the pleasure of designing the project from ideation to execution.

DATE

October 2024

ROLE

Art Direction, Visual Design, Concept Development, Stream Design, Packaging

TEAM

Lukhash, Tantrum9, Twitch, Youtube

DELIVERABLES

Art Direction, Logo Design, Motion Graphics, Social Media Posts, Stream Elements, Supplemental Design Elements

[ MOODBOARD ]

THE CHALLENGE

How do you bring the unique sound of chiptunes and edgy horror gaming in a live streaming setting cohesively for fans of both to enjoy?

SOLUTION

01

Gamers know games. There is no denying the intricate designs engrained in our psyche. A world needed to be created and fleshed out. Creating a world for both Tantrum9 and Lukhash to exist but also a story to bridge the gap.

VISUAL DESIGN SOLUTION

Tantrum9 was front and center + empowered by the music of Lukhash

Audience comprehension + Brand equity

02

SOLUTION

Transferring the likeness of Tantrum9, digitizing his persona and making a clear impression. Recognition was very important.

SOLUTION

03

Multiple tests were done to ensure that the visual feel stayed true to the subject matter and esthetic. Since this era of gaming was near and dear to many hearts, it was imperative that the visuals spearhead the story, while walking hand in hand to deliver the action narrative.

[ ALL IN THE WRIST ]

In 8-bit / 16-bit / 32-bit glory

THE GAME CARTRIDGE

Hand drawn sprites were created to bring running, jumping, and standing animations to life. Two versions of Tantrum9 were created, a 16-bit platformer and a 32-bit “Beat ’em up”, with multiple actions and many, many frames.

[ THE GAME ]

Physical props were also produced for the project. However it might actually be haunted.

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