2D Art & Animation
for Neo Cab

Neo Cab Identity

Krista Sanders and I worked together to design Neo Cab’s identity. This identity would double as both the game’s logo, and also in-game as the logo for Neo Cab, the rideshare company that our main character works for.
Before arriving at this style, we designed a ton of logos for lots of potential names for the game. This process really helped us try out different looks for the game before committing to the final name.
In the game, we use the logo on the home screen, as an auto-save loader (see Animation below), and on Lina’s dashboard beacon. In the game, the mark is able to stand alone as the memorable identity for Neo Cab as a company, and it comes in handy to make it clear that Lina is looking at a Neo Cab screen.
We use this design for the game's identity, promotional materials, social profiles, stickers, t-shirts, etc.

Lina's Journal

As the game progresses, the player unlocks Lina’s journal entries.
We had a team-wide competition to see who’s handwriting felt the most like Lina’s, and I won!

I worked closely with Paula Rogers, our Writing Lead & Story Editor, who mapped out all of the entries and drew a rough version of most of them so I didn’t have to worry about the actual content. Paula’s not only an amazing writer, but also a super talented artist! The journal was really fun to work on, and I’m pumped that we were able to team up on this section of the game. Because these entries contain spoilers, I can’t show the majority of them. Here are a few examples:

Icons

As you’d expect in a game UI, you need lots of icons!
Home screen tiles:
Feelgrid HUD icons:
Icons for the map (charge station, hints for offscreen pins, etc):
Lina's dash UI:

Animation

Motion design & animation is something I’m always trying to incorporate into my work, and this project had some fun opportunities to do just that.

I designed & animated the loader that appears each time Lina grabs her phone:
A looping moon phase version of the Neo Cab mark that we're using for the auto-save indicator:
I worked closely with the brilliant programmer Andrew McClain, who built the UI in a way where I could jump in and help animate things like screen transitions right in Unity.
Before we built things for real, I built prototypes in Principle. Here’s an example:

Contact

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