Starquest — Mobile Sci-Fi Top-Down Shooter Concept Art

01 — MOBILE SCI-FI · CONCEPT ART · 2020

Starquest

A mobile sci-fi top-down shooter built on high-contrast ship silhouettes, saturated VFX, and nebula-scale deep space environments.

Mobile top-down sci-fi shooter developed at Cosmic Game. Engineered high-contrast ship silhouettes, modular hull customizers, and vibrant bullet-hell VFX calibrated for instant readability on mobile viewports.

ROLE

Lead Concept Artist

YEAR & STATUT

2020 · Production Concept Art

GAME STUDIO

Cosmic Game

PLATFORM

Mobile (iOS & Android)

02 — CORE DIRECTIVE

“How do you engineer an expansive sci-fi universe of capital ships, alien hazards, and modular systems so that every asset reads instantly on a palm-sized mobile screen?”

SMALL-SCREEN READABILITY

Silhouette-First Morphology

High-contrast vessel profiles and hazard outlines calibrated to register in half a second under mobile ambient light.

WORLD-BUILDING PROGRESSION

Hazard Density Escalation

Communicating campaign difficulty tiers through debris fields and atmospheric hostility without reskinning core assets.

MODULAR COHESION

Interchangeable Hull Architecture

Unifying industrial frames with xenotech elements so players can swap modular weapon upgrades seamlessly.

03 — PIPELINE

Software & Tools

Concept Art 2D

Photoshop / Digital Painting

Ship Silhouettes · World-Building Sheets · VFX Trajectory Passes · Cinematic Matte Art

Ps
3D Blockout

ZBrush / 3D Ideation

Hard-Surface Vessel Chassis · Alien Creature Morphology · Dynamic Perspective Blockouts

ZBrush

04 — VESSEL DESIGN & HANGAR SYSTEMS

Capital Ships & Modular Hulls

Capital destroyer vessels, mobile hangar customizer UI, orbital satellites, and modular hulls engineered for weapon upgrades.

6 PRODUCTION ASSETS
Destroyer Ship — Capital Class Vessel
Starquest — Hangar Design & Modular Ship Customizer UI
Orbital Satellite Communication Platform
Basic Turret with Autonomous Shooting Drone
Vessel Silhouette Ideation Pass
Starquest Hull Silhouette Concept Sheet

05 — ARSENAL & COMBAT GEAR

Pilot Gear, Weaponry & Ground Units

Precision military equipment: pressure flight helmets, heavy kinetic sidearms, defense turrets, and autonomous combat units.

4 PRODUCTION ASSETS
Pilot Space Helmet — Pressure Suit Concept
Concept Gun Design — Heavy Kinetic Weapon
Basic Turret Projectiles Concept
Autonomous Ground Robotic Unit

06 — PROJECTILE VFX & WEAPON TELEMETRY

Saturated Ballistics & Energy Bursts

Bullet-hell projectile silhouettes: distinct color frequencies, plasma arcs, dark matter bursts, and heat telegraphs.

18 PRODUCTION ASSETS
Engine Exhaust & Projectile Trail Design
Laser Projectiles Sheet
Chain Lightning Projectiles Concept
Heat Purple Wave Energy Shockwave
Valkyrie Strike Ultimate Weapon VFX
Marauder Projectile Breakdown
Dark Matter Projectile Breakdown
Terminator Projectile Breakdown
Aggressor Machine Gun Projectile Breakdown
Captain Missile Trajectory Breakdown
Captain Missile Alternative Breakdown
Vermin Projectile — Valkyrie Strike
Grim 2 Projectile — Purple Venom Cloud
Grimm Projectile Arc
Grimms Energy Projectiles
Projectile for Grimms Dark Maul Grenade
Triangle Energy Projectile
Enemy Projectile Pass No. 3

07 — WORLD-BUILDING & HAZARD ESCALATION

Planetary Warzone Escalation

Campaign chapter progression, perimeter boundaries, surface encampments, and debris fields defining hostile planetary warzones.

14 PRODUCTION ASSETS
Chapter 2 — Mapping Out World Building
Chapter 3 & 4 — Warzone World Building Escalation
Clouds — Visual Story Through Encampment
Out of Bounds Perimeter Boundary
Space Debris in Cloud Formations
Off Limit — Out of Bound Wall System No. 1
Planetary Rock Formation Concept No. 1
Orbital Space Debris Field
Debris Prop Sheet
Alien Hands & Mechanical Debris
Robotic Chassis Debris
Alien Eyes & Sensory Organ Concept Sheet
Starquest Promotional Key Visual

08 — PRODUCTION OUTCOME & READABILITY

Built for the Palm, Scaled for Production

Mobile top-down gameplay demands visual hierarchy that survives extreme miniaturization. Over 40 production sheets delivered instant silhouette recognition and modular asset scalability.

MOBILE READABILITY

Sub-Second Silhouette Read

Every vessel profile, hazard outline, and bullet trail evaluated in solid black before color passes to guarantee half-second recognition.

PRODUCTION SCALE

40+ Asset Delivery Suite

Delivered production sheets across capital hulls, modular sockets, bullet-hell VFX, and planetary encampments.

MODULAR EFFICIENCY

Tiered Warzone Progression

Standardized sockets and escalating debris density allowed level designers to ramp difficulty without duplicating art production costs.

DESIGN REFLECTION

“Designing for small screens forces absolute honesty: you cannot hide weak shape language behind dense textures. If a silhouette fails in half a second, the art fails gameplay.”