The exam room is where the player starts as a tutorial level. They are taught how to disarm bombs and how to use their telekinetic powers to solve puzzles throughout the game.
I drew these posters as items that give the tutorial level some visual interest, and also provide a bit of lore. For instance, if you pull them off the walls and read the tiny text, the agency you're working for suddenly sounds sinister (or ARE they?)
Sketches I drew, coming up with poster designs for the exam room, exploring various art styles for them from old medical drawings to 60s style movie posters
A few more poster sketches, concepting ideas to remind the player they have mental powers to try in the opening puzzle and clearly tell them what this spy agency is all about
My final concept drawing for the bomb defuser training machine. This concept had to pack several things in, from a moving arm with bomb controls to a working safe in the middle and a hidden pocket for additional equpiment the player needs during the level
Early sketches for the training machine, exploring various ideas for control placements and the setup of the extending arm
We had to do a lot with the training machine, so I created this storyboard to show how the machine needed to work and how the player would interact with it to help the team decide if additional changes or functionality were needed for the concept