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Case Study Orro World
Field of work: Art Director/3D Environment Artist
A description of the main conceptual phase in the
development of Orro World

My assignment was to create a world for a meditation- and soundscape app for mobile phones. It should be artisticly adventurous and I had complete freedom to make the design.
The first I did was finding all the predetermined factores, so my concept would stay clear of any obstacles - fx performance of the mobile.




Next step was to list all the factores, such as target group and game experience to help me form the direction of the concept. It was a necessity to find a main concept that could build the conceptual framework for all other minor concepts. I chose 'the 4 elements' because of its connection to the meditation segment and at the same time it was cabable of expressing visually diversity.

Specifically I chose to make an abstract garden scenery and connect that with the 4 elements. Gardening should give the user a feeling of nature - even though he would be in a digital environment. The mental bennefit for humans to be in nature is a fact, and this was the closest I could come to nature.



The world also needed neutral zones and a main character to make a dichotomy between 'what is' and 'what can be'. Because of the garden concept it was naturally that a big tree would be the main character and the center of the world. Trees are in most civilizations historically a religious and culturally important object.
As neutral zones I created the cloud trees and a neutral plant as a visual variation of the main character - to form smaler entities. The floor I made transparent to establish a dichotomy to the flowering gardens.


Finally I had to work out a color and form concepts for textures and objects. Develop a night and day scenery and multiply the concept to a multitude of gardens and spaces.




Other examples from Orro World can be found on : https://www.youtube.com/channel/UCq7DrewW2yOhk-j-fs_VJjA/videos
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