DI: What is the main principle, idea and inspiration behind your design?
PI : The work is based on the myth of Orpheus and Eurydice, the goal of my work was to combine a classic story with a sci-fi imaginary with fantasy components.To do this I had to create a new plot based on the original, keeping unchanged the roles of the characters. The basic idea was to keep the message but rework it for a modern media such as video games and to be able to create a credible adaptation, each character has been rethought to be "playable" or NPC, with suitable clothes, armor and objects to a videogame action.The main inspirations videogames such as Anthem and Destiny but also Dead Space, all works that have marked me as a player and as a designer, as well as reference artists such as Anthony Jones, Karl kopinski, Mike Azevedo and many others.
DI: What has been your main focus in designing this work? Especially what did you want to achieve?
PI : The main objective was not only to rework the classic plot to make it more performing for the modern market, but also to make the characters interact with the player following all the parameters of a video game. In particular, my goal was to create a very different graphic line between the protagonists and antagonists of the story, trying to give the characters a never-seen and fresh look without losing the solemnity of a classic theme, so to create this separation between Good and Bad I have decided to give a technological aspect to men who in fact use high-tech armor, and to villains a mutant aspect, without losing in both cases elements that call fantasy such as swords, bows, weapons in general and mythological references.
DI: What are your future plans for this award winning design?
PI : I hope to be able to bring to light the definitive project and maybe even further expand the world that I tried to create in this work. So I think the project will continue to grow and if there will be an opportunity I will try to finalize it all. It would be fantastic to give my own version of a story to which I am very attached.
DI: How long did it take you to design this particular concept?
PI : I worked on the design of this project for a year in which I found myself facing the whole creative process from the design phase, where the ideas were in the embryonic phase, until then developing all the characters with advanced material such as turnarounds and character assets and the illustrations that have been presented.
DI: Why did you design this particular concept? Was this design commissioned or did you decide to pursuit an inspiration?
PI : The project was developed during my training period at Scuola Italiana di Comix in Naples. The theme was entrusted to me by Andrea Scoppetta, teacher of the master I attended, who asked me to refer to the classic myth and gave me maximum freedom on how to develop history and designs.
DI: Is your design being produced or used by another company, or do you plan to sell or lease the production rights or do you intent to produce your work yourself?
PI : The project was not produced or used by any company at the moment, it would be interesting to develop this product together with a corporate team. As for selling or renting the product, I am open to evaluating the offers but obviously I would like to be part of the development team.
DI: What made you design this particular type of work?
PI : It has been a long time since I wanted to work on a similar project, especially on the concept phase, plus I always loved Greek mythology and being able to work on a theme so being able to blend it with my imagination was a very interesting challenge that came at a very particular moment of my life.
DI: Where there any other designs and/or designers that helped the influence the design of your work?
PI : The main influences derive from the videogames that I have enjoyed more, obviously I am a longtime videogamer. There are also many artists that I constantly follow and who are an inexhaustible source of inspiration such as: Antony Jones, Ruan Jia, Mike Azevedo and many others, in addition I had the pleasure of having great artists as teachers such as Andrea Scoppetta, Barbara Ciardo and Mario Teodosio who have always stimulated me
DI: Who is the target customer for his design?
PI : Children aged 12 and over, the project was designed for an audience of teenagers and adults.
DI: What sets this design apart from other similar or resembling concepts?
PI : The fusion of classic, sci-fi and fantasy areas in a modern version and particular attention to shapes
DI: How did you come up with the name for this design? What does it mean?
PI : Is the original name of the myth to which it refers, I thought for a long time if it were appropriate to change the title, perhaps by inserting a subtitle but in the end I decided to leave the original title
DI: Which design tools did you use when you were working on this project?
PI : I work completely digitally with a Wacom Cintiq 13, as software I have mainly used Photoshop and Blender 3d in some cases.
DI: What is the most unique aspect of your design?
PI : I believe that the designs of my project have the characteristic of being very original, and I believe that the designs are credible and functional.
DI: Who did you collaborate with for this design? Did you work with people with technical / specialized skills?
PI : I worked on the project alone, my goal in addition to creating a product was to increase as much as possible was to increase my skills on the entire production line.
DI: What is the role of technology in this particular design?
PI : Fundamental, it is completely realized with digital tools and it would not have been possible to carry out the work in the same time frame in a traditional and manual way.
DI: Is your design influenced by data or analytical research in any way? What kind of research did you conduct for making this design?
PI : Obviously when you are faced with the design of a product for the public, market research must be conducted in order not to miss the target. As for me, I tried to understand the momentum of the moment to understand what the public liked. Clearly reworking it according to my ideas and always trying to bring something new. I am convinced that we must not only follow the trend but take advantage of the market trend to allow people to enter their imagination.
DI: What are some of the challenges you faced during the design/realization of your concept?
PI : Definitely find new designs and a new appeal. There are very good artists around and a great production on the market which is very competitive. it's always a challenge to create something new and never seen, but it's also the funniest part.
DI: How did you decide to submit your design to an international design competition?
PI : I have always believed in this work, and in particular in the research that I apply when I create a new design, this research in some cases cost me a lot, but I was convinced that sooner or later it would give its results. I decided to enter the competition after receiving an email from the A design Award that informed me that my design had been noticed and selected for the competition and I decided to get involved.
DI: What did you learn or how did you improve yourself during the designing of this work?
PI : There are certainly obstacles in the design phase that always constitute new challenges, basically it has enriched me a lot in reasoning outside the box to put my ideas into practice in a new way. it was also a great experience on a technical level to put into practice a new pictorial and chromatic approach.
DI: Any other things you would like to cover that have not been covered in these questions?
PI : Thanks to the people who supported me in this project and in everyday life.