DEFCON 83

Concept Art ; Character Design ; UI Design ; Publication Design
Autumn 1983, the Doomsday clock reads 3 minutes to midnight. American Pershing 2 missiles are arriving in Europe. Ronald Reagan has renewed open hostilities with the Soviet “Evil Empire”. Korean Air Lines Flight 007 is shot down by Soviet air defences and rumours abound of an air skirmish over the sea of Japan.

Reading NATO Exercise Able Archer as a cover for a pre-emptive strike, the paranoid Soviet leadership mobilise forces in East Germany. The stage is set for a final confrontation. Soon the world will be at war for the third time in less than a century, and perhaps for the last time.



Continues


The Brief


Following an alternate history of 1983, this project explores a world in which the Cold War boiled over into a catastrophic conflict between the Soviet Bloc and NATO. Culminating in NATO Exercise Able Archer, the events of the early 80’s have led some historians to describe 1983 as the most dangerous year in the Cold War. It takes soberingly little imagination to picture a chain of events spiralling into a third World War.

As a transitional period for new military technologies, coupled with rich pop culture nostalgia, this setting is fertile ground for a combined-arms multiplayer shooter game, akin to DICE’s class-based Battlefield franchise. The ultimate goal of this project was to design a variety of character customisation options, while keeping each class visually distinct and recognisable. Focusing on the British forces that might have fought in a 'limited' war preceding nuclear escalation, I drew inspiration from thorough research into the real history behind my fictional scenario.

Class Conceptualisation


In class-based shooters, players choose from a roster of pre-defined loadouts, each with a unique gameplay niche. I began the design process by considering the in-game role of each class, their abilities and synergies. By listing keywords and associated kit I began to differentiate the player experience and core fantasy of each class.




Icon Design

The UI icons for each class were based on primitive shapes, with shape language associated with the theme of the class. For example, a triangle for the assault class, signifying threat and forward movement. My goal was to communicate the role of the class as succinctly as possible, with UI that cuts through the visual noise of action-packed, explosive gameplay.

To inject some of the flavour of the 80’s setting I experimented with refencing contemporary design trends and technologies in the logo designs, as well as researching NATO map annotation standards.



Icon Design:
Final Icons








Character Design:
Silhouette

The iconographic shape language also factored in to the silhouettes of the classes. Starting with heavily stylised sketches, I designed silhouettes that would be unique to each class, into which cosmetic customisation options could then be designed. The intention behind this process was to make each class instantly identifiable during chaotic gameplay, even with different customisation options applied.



DEFCON Sketchbook (pages 26, 27)
DEFCON Sketchbook (pages 28, 29)






Character Design:
Research and Iteration

Throughout the project I put an emphasis on historical research and where possible used realistic equipment and uniforms to represent game mechanics. For example, the Medic's healing ability, as represented by the WW2 bandage bag that was still in use during the Falklands War of 1982.












Character Design:
Finals

Some of the final cosmetic designs are inspired by research into specific branches of the British Armed Forces, some are inventions using period kit to fill out the silhouette of the class.




Project Documentation

Sample pages from the project documentation, showcasing both traditional and more experimental publication design.