Environment Design

These signs help guide the player

Shadows under platforms increase visibility

The Central tree of the Greenhouse

An animated sign helping with a puzzle

Signs give locale context

Glass shaders distort backgrounds effectively

What could be in that tank?

The Shop Editor View

The medical Bay Overview

These towers are filled with people!

A surgery pod in the Med Bay

Some panel details in the Medical Bay

A save point surrounded by X-Rays of the Character

Hammers are a hazard

Waterfalls of lava!

These signs warn about the cogs

Lava waterfalls fill vertical sections effectively

Piles of Dead Oirbo's warn of Danger

Pile Variation
Character Design
The characters in Oirbo are all built on the ship so share a lot of similar design cues. All the bots are meant to be friendly, but over time neglect has led to some unintended errors and now some are hostile!

Oirbo! The main character

The Anaesthesiologist

BeeBot

Lava Bomber

Cargo Overseer

Giant Oirbo

Engineer

Mine

MiniRobo

Scythe Bot

Surgeon
A game without text
Oirbo does not have a single line of text in the entire game from start to finish. Only the end credits have words. With that the game presents a challenge, how do we communicate with the player? Using not only strong environmental storytelling, we developed an emoji based language system that universally communicates concepts to the player without them having to read. This helps immerse the player in a robotic, language-less world, but also helps us with localisation, making the game truly universal.

The Sprites in the visual Language

A sign found in-game

Animated to show the player more context

Animations of the button help tell the player what to look for
