Odess is a chess-like board game inspired by grid-iron that requires its players to construct complex Offensive plays and to cultivate predictive and preventative Defensive strategies.
The original game of Odess was developed as a physical boardgame, however as more and more complexity was added to game play it became clear that this game is much better suited to digital. However translating the game to digital was easier said than done, I was enlisted to help with designing new game pieces which capture all the power, energy and agility of their physical counterparts.
To create full sets of pieces for each team, they needed to be made in a way that was simple to recolour while maintaining consistency. Given the level of complexity in each shape, I decided to approach it with layers of blending modes to apply levels of complexity, while retaining a base geometry in a component.
This approach meant I could easily make alterations to the colour layer, shading layer, or even the base geometry and have the combined final shape update automatically.
Colour is one of the most important things to a team supporter - so it was crucial that we develop a colour system that captures the essence of the teams.
We documented all team colours to see how broad the spectrum is. From here we were able to simplify the colour palette, and assign hero colours to each team.