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Fablab Fiends
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Fablab Fiends

Gabrielle Jane Henry
by dreamdawggo on 26 May 2024 for Rookie Awards 2024

"What, WHAT IT'S ON FIRE??" Elden's the new school fabrication lab assistant, struggling through his 9-5. Can he juggle unhinged students, improper equipment care, and increasingly ridiculous developments threatening the structural integrity of the lab he’s tasked to care for, all for his paycheck?

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Fablab Fiends

Fablab Fiends is an upbeat time-management game following lab assistant Elden as he struggles through his ridiculous work environment to make it to payday.

Character Design and Modelling

Elden

Protagonist of Fablab Fiends. He's always a little grumpy and tired but always dedicated to his jobs. His favourite things are the Pump It Up! machine at the arcade and his paycheck.

Ron

An eccentric yet lovable lecturer whom Elden avoids during work. His matching beanie-sweater combo perfectly accommodate his tendency to hug his peers.

Modelling, Lighting and Layout

The entirety of Fablab Fiends takes place in the fabrication lab. Thus, it was designed to be visually stimulating yet accurate to the real-life reference. To achieve this, vibrant colour, moving props, and clutter was added. References to objects in the real-life lab were also added such as blue-screened laptops, student hobby items, and lots of unpacked boxes. The floor area is kept clear to allow the player an unobstructed walkway.

The lighting is a mix of natural sunlight shining through the windows, and ambient indoor overhead lighting. To fit the softer look,  shadows are kept subtle and a slight bloom is applied to the lighting.

For each of the breakable machines, they have their broken and non-broken state modelled. The broken states are modelled with a very different silhouette with their non-broken counterparts so that they can be spotted easily during gameplay.

Soldering Station

3D Printer

Spray Paint

Story Writing

The game's story is it's charm, and was written to be unserious, bright, and silly. When developing the story, the intended takeaway from the dialogue was established first, then the conversation was built around that intention.

In order to write the dialogue more naturally, the real-life muses for the characters were sought out and given a description of the situation they were in. Their dialogue with all their quirks and jabs were then recorded into the script so that each character had a strong identity compared to each other.

In developing the story, parts would often change due to sudden inspirations or input from the real-life muses to make it stupider.

Illustrations

Illustrations were all done in Clip Studio Paint and then exported to Unity. The art style and palette chosen is colourful, dynamic, and slightly exaggerated to fit the tone of the game.

User Interface (UI)

The UI Icons were done in Adobe Illustrator and exported to Unity. The style is intended to look sharp and clear with unique silhouettes.

Fun fact: The letters highlighted in the game's title is an anagram for the actual name of Elden's muse.

Game Gallery


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