Bloom 🌷
Bloom is a serene journey of growth and renewal, where you restore desolate planets by spreading musical flowers and solving tactile puzzles. Explore, find your voice, and spread life through creativity and sound 🎶✨
Bloom was made in 6 weeks during DADIU (The National Academy of Digital, Interactive Entertainment), a collaboration between Danish educational institutions that simulates the development process of a game studio. As an Art Director, I lead Bloom's visual design and guided a department of 3D artists within a team of 14 students from art, design, sound, film, and tech backgrounds.
Roles:  Art Direction ∙ 3D Art ∙ Tech Art
Bloom's visual style reflects its quiet, emotional core - a story about connection, growth, and renewal told without dialogue or explicit narrative. The player is meant to aesthetically feel what the game is about - as art, design, and sound intertwine to guide their journey.
Simplicity, beauty, and empathy are key guiding principles for the game's style. Soft gradients and pastel tones evoke calm, inviting players to leisurely stroll and explore. Solving puzzles uncovers vibrantly colored flowers that contrast with the character's timid nature, marking moments of discovery and change. As they learn to overcome these differences through self-reflection and openness, the world responds in kind - blooming, harmonizing with their song, and leading them on a path of growth and renewal - which players can relate to and share in.
Flowers & Planets
Flowers were designed to mark their territory with distinct coloration, aiding the player's orientation while navigating the planet's terrain. Their extravagant, vibrant features contrast with that of the reserved character - echoing flirtation, taking risks, and venturing the unknown. Their design draws inspiration from natural references, including plants I observed at the Copenhagen Botanical Gardens.
Character Design
The main character's naked, translucent skin conveys vulnerability and innocence, contrasting with the bold flowers. Enlarged eyes, ears, and nose suggest heightened senses - a keen observer 👀 while the absence of a mouth reflects their reserved nature. That is, until they learn how to sing! A thickness map texture was used to give them their distinct glow ✨ emulating a subsurface scattering effect.
2D Concept Art
2D Concept Art
Final 3D Turnaround
Final 3D Turnaround
Visual Guides
Sketches and concept art I made for environmental design, animations, and mechanics. These guided the 3D artists and supported the design team in exploring level design concepts.
Credits
Art Direction, 3D Art, Tech Art: Mati Kalter
Audio Design: Karl Birk Andersen
CG Art: Stefany í Túni
CG Art: Bowie Romer Jørgensen
Composition: Johan Feierskov
Game Design: Caroline Sofie Hansen
Game Design: Milas Ray Manley Norman
Game Direction: Anneli Søgürd-Høyer
Production: Zedrick Villegas-Evans
Lead Programming: Julian Szachowicz
Programming: Bruce Esplago
Programming: Emil Vilandt Rasmussen
Programming: Jingyan Wang
Programming: Nikolaj Meineche

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