--- Art & Inspiration ---

Co-Creating With Gamers

The general design of Arcana Avatars was first conceived by an Art Director from Ubisoft who had worked on the likes of the Assassin's Creed series. Back then, it was an informal arrangement and both parties were merely playing around with concepts which would be interesting as representations of Promisphere as an organization. The Art Director has since tapered involvement to focus on his day job but his initial sketches remain a source of influence for our art.

We wanted Arcana Avatars to be symbolic of many things and set up guiding principals to accomplish this.

#Impact on Arcana AvatarsImpact on Arcana Avatars
1

We recognize that gamers are distinct and highly varied individuals with different strengths.

8 classes of Arcana Avatars, each tied to a weapon type, some outfit restrictions, and lore.

2

We appreciate the value of self-expression and how it is much less constrained by wealth, social class, and even physical limitations in the digital realm.

While some outfits and gear are tied to classes, we also tried to design many outfits to be more universal (only weapons are 100% class restricted) so as to allow more variations in self expression.

3

We believe that everyone is more than the immediate periphery which surrounds them. Digital natives, be it gamers or NFT enthusiasts, are more than their titles.

Arcana Avatars are relatively zoomed out with white space for future asset augmentations which we will drop to allow even further customization. Nonetheless, we are building tools for optimal zoomed-in views for those who wish to rep with face closeups.

4

We believe that pride is not just a matter of "drip" or price but also what we do to achieve things.

Arcana Avatars can be customized using Bio-Augments. Most Bio-Augs are free but have to be unlocked via gaming and social media achievements / activities. This allows your virtual Arcana to represent who you are in more meaningful ways tied to your actions.

A large aspect of Project Arcana is about proving the potential of Digital Natives to the world. That is why our art was not contracted to a studio. Instead, we spent time to conceptualize things in-house and engage artists individually. Our criteria included quality art, commitment, and most importantly, passion inspired by gaming. While this meant that more time and effort was needed to conduct QC and guide the team along, we find it to be worthwhile. Our renders speak for themselves. More importantly though, that our everyday artists could produce work of such high quality is evidence that Digital Natives do indeed have incredible potential. We merely lack the stage to prove our talents. Arcana aims to be one stage which nurtures and empowers.

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