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Creative Vision & Concepts

Peyton Bischof
Author
Peyton Bischof

Overview
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Interweaver began as a concept I developed about the world, the main characters, and their abilities in-game. Out of around 40 game pitches, it was selected as one of three concepts to be developed into a fully-realized game by popular vote. As we progressed through development, Interweaver’s many distinctive features evolved to make the game into what it is today.

The team consisted of 14 students, and together with my Producer we established a leadership team and established production pipelines for art, code, and design. We fostered a collaborative environment that encouraged creative discussion from the team whenever possible, and I maintained ownership of the creative direction, approving all production-ready assets to ensure everything shipped with our quality and visual standards.

Concept Art + Brainstorms
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I wanted to illustrate some of the early concepts that I had for Interweaver to give some context on how the game evolved to what you see on Steam today. It is important to call out that this project was developed on a 35-week timeline with Senior Design students of various skill levels, and throughout development, we encountered a range of technical, leadership, and design challenges that influenced how the original concept evolved into the final game. I learned so much about the full game development process and what it takes to lead effectively in a fast-faced production environment. Enjoy :)

Characters
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The Weaver

Early Concept

Early Weaver Concept

Character Look-Dev

Weaver Look-Dev
Weaver Look-Dev 2

Weave Ability

Weave Concept

Initial Character Model

Weaver 3D model

In-Game

The main antagonist, The Rival

Early Concept

Early Rival Concept

Character Look-Dev

Rival Concept Art
Rival Concept Art

Initial Character Model

Rival 3D model

In-Game

Rival

The Familiars

Early Concepts

Familiars Concept

Final Concept Art

(I couldn’t find the owl ;-;)

In-Game

The Bosses

Early Concepts

Final Concept Art

In-Game