The buildings have a dual purpose from a visual design point of view- they represent places where you can acquire troops, and places where resources such as wood and gold can be generated. The main resource buildings incorporate elements of the resource they generate into their architecture.
The characters had to be readable despite their tiny size (As 3D models, and as elements in the UI) , and distinctive enough so that you could tell each unit type apart at a glance. I proposed a basic analogous colour scheme to help with this – range units are yellow, defending units are orange, attack units are red. Your adversary has the opposite – dark blue characters are attack, lighter blue are range, aqua-teal are defenders.
The campaign map showing the various areas you’ll find in game- from snowy mountains to tropical beaches, swamps and sprawling cities.
Concepts for the in-game maps. Some of these were based on the events of the in-game story, others inspired side-quest maps.
Various trees and rocks, these were to be used both as ‘blockers’ to help make interesting maps as well as background elements.
Final in-game assetsDevelopment mockups. The style gradually became more simplified in order to save space and avoid issues with compression artifacts. ( Here you can also see the earlier versions of the in-game 3D models which were later changed to be closer to my concepts. )
All images © SEGA/The Creative Assembly