USER INTERFACE

ALFA-ARKIV

USER INTERFACE

ALFA-ARKIV

Named a Best Mobile App Game of 2014 by CNET and Top App of 2014 by the Canadian Broadcast Corporation — ALFA-ARKIV was probably the most complex undertaking I have ever been creative lead on. The project required the direct involvement of no less than 70 people in over 20 countries and took over 2 years to complete.

The iPad-only app was highly innovative for its time. It was one of the first truly "interactive novels", had multiple AI chatbots to assist players with hints and purchasing, featured a non-linear interactive soundtrack, and utilized camera facial recognition to trigger game events.

ALFA-ARKIV was a genuine "multi-screen" experience, tracking player's physical locations and assigning them missions to accomplish on their desktop browsers by way of a Google Chrome extension's overlays. To this day, nothing has really matched it in terms of a pervasive narrative gaming experience.

Because ALFA-ARKIV did so many things, its user interface posed a considerable design challenge. Having mapped out the complex userflow and larger ecosystem of the game, I set about designing a series of functional modules that could deliver content in a variety of compelling ways.
There was the INDEX, which listed scanned classified documents, photos, and videos — made available according to a player's current operational security clearance.

The READER allowed players to page through documents (including a fully illustrated, Russian manuscript journal) and translate them into English.

Lastly, the COMMUNICATOR was a hybrid email and texting component that enabled players to receive static messages triggered by game events, as well as interact dynamically with chatbots.

More mysteriously, there were also intermittent, split second "spectral appearances" showing one of the main characters under various states of duress. And of course, visits by the Vera Avatar, a prominent character who spoke in riddles and presided over the unlocking of new levels whenever a player completed a mission.

I used a minimalist, dark or "night vision" aesthetic for most basic UI elements, preserving gritty texture and saturated colors for the rich media content. This allowed for nice dramatic contrasts in the game and also created a seemingly authentic military-intelligence environment.

USER INTERFACE

ALFA-ARKIV

Best Mobile App Game of 2014 by CNET and Top App of 2014 by the Canadian Broadcast Corporation — ALFA-ARKIV was probably the most complex undertaking I have ever been creative lead on. The project required the direct involvement of no less than 70 people in over 20 countries and took over 2 years to complete.

The iPad-only app was highly innovative for its time. It was one of the first truly "interactive novels", had multiple AI chatbots to assist players with hints and purchasing, featured a non-linear interactive soundtrack, and utilized camera facial recognition to trigger game events.

ALFA-ARKIV was a genuine "multi-screen" experience, tracking player's physical locations and assigning them missions to accomplish on their desktop browsers by way of a Google Chrome extension's overlays. To this day, nothing has really matched it in terms of a pervasive narrative gaming experience.

Because ALFA-ARKIV did so many things, its user interface posed a considerable design challenge. Having mapped out the complex userflow and larger ecosystem of the game, I set about designing a series of functional modules that could deliver content in a variety of compelling ways.

There was the INDEX, which listed scanned classified documents, photos, and videos — made available according to a player's current operational security clearance.

The READER allowed players to page through documents (including a fully illustrated, Russian manuscript journal) and translate them into English.

Lastly, the COMMUNICATOR was a hybrid email and texting component that enabled players to receive static messages triggered by game events, as well as interact dynamically with chatbots.

More mysteriously, there were also intermittent, split second "spectral appearances" showing one of the main characters under various states of duress. And of course, visits by the Vera Avatar, a prominent character who spoke in riddles and presided over the unlocking of new levels whenever a player completed a mission.

I used a minimalist, dark or "night vision" aesthetic for most basic UI elements, preserving gritty texture and saturated colors for the rich media content. This allowed for nice dramatic contrasts in the game and also created a seemingly authentic military-intelligence environment.



CREDITS

CREATIVE DIRECTOR / PRODUCER
CHIEF EXECUTIVE OFFICER
CHIEF TECHNICAL OFFICER
DIRECTOR / CINEMATOGRAPHER (USA)
DIRECTOR / CINEMATOGRAPHER (CHILE)
iOS DEVELOPER
PRODUCT MANAGER
ASSOCIATE PRODUCER
WRITER  - RHEA JOURNALS
WRITER  - STORY BIBLE
WRITER  - RHEA CONFESSION
WRITER  - DUBROVIN EMAILS
VERA NOVOSI
OKSANA KONSTANTINOVA
RHEA NUMITOROVA
LENKA YUREVNA
GWASCHEMASCH'E 
RAIMONDA CONCEPCION
HECTOR
LEAD ILLUSTRATOR 
ILLUSTRATOR
ILLUSTRATOR
ILLUSTRATOR
ILLUSTRATOR
ALKINO-2 BASE ARCHITECT
EXTRA HANDWRITING 
HEAD HANDWRITING
JUNSUI CIPHER DESIGN
GRAFFITI ARTIST
SOUND DESIGN
INTERACTIVE SOUNDTRACK
AVATAR SOUNDSCAPE
MOTION EFFECTS LEAD
MOTION EFFECTS
location producer (CHILE)
PRODUCTION MANAGER (CHILE)
CASTING DIRECTOR (CHILE)
ASSISTANT CAMERAMAN (CHILE)
SOUND TECH (CHILE)
LOCATION SCOUT (CHILE)
PHOTOGRAPHER (UKRAINE)
DANCE CHOREOGRAPHER
WARDROBE STYLIST
MAKEUP - RHEA SPECTRAL
Makeup - VERA DRONE
FIRST AMENDMENT ADVISOR 
MILITARY TACTICS ADVISOR
RUSSIAN INTEL ANALYST
WEAPONS  MASTER (VIRGINIA)
ARMORY (NYC)
USER INTERFACE CONSULTANT
PRODUCTION ASSISTANT
LEAD RUSSIAN TRANSLATOR
RUSSIAN TRANSLATOR
RUSSIAN TRANSLATOR
SPANISH TRANSLATOR
CHAT AI TECHNOLOGY
FACIAL RECOGNITION 
RG+D Capture
STUDENT GAME DESIGN EXPLORATION
PROGRAMMER INTERN
RESEARCH INTERN
LEGAL - CORPORATE
LEGAL - IP
ADDITIONAL COUNSEL
ADDITIONAL  COUNSEL
PUBLIC RELATIONS (USA)
PUBLIC RELATIONS (INTERNATIONAL)