AUTO(E)SCAPE

Giuliano Schmidt, Alex Müller (Giulex)

auto3scape explores typography (Autoscape specimen) through an interactive car chase racing game. Players evade the police, navigate obstacles, and experience how every collision and movement dynamically transforms the typographic specimen. The project investigates the relationship between gameplay, motion, and type, revealing how a typeface can extend beyond static form into an unpredictable, evolving visual experience.

GitHub repository

Concept and font choice

At first we brainstormed different ideas for different fonts and tried to see what works best to realize within given time. After narrowing it down we decided to go with the Autoscape font.
Overview of LL Autoscape
  • Type: Monospace, mechanical-aesthetic typeface.

  • Origins: Originally created in 1987 by Andrew Welch, Carl Osterwald, Stephen Gilardi, and William Johnston as a 9-point bitmap tracing of Susan Kare’s Monaco font. It was released through Lineto in 1998

It was featured in the 1999 Zurich exhibition Die Schweizer Autobahn, Nicolas Faure’s Autoland, and Another Man magazine mastheads.

The last fact is what made us actually go with this font, because it sparked alot of ideas which we both saw as opportunities for this project.

Performance

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performance live

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performance live

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performance live

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performance live

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performance live

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performance live

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performance live

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pref_start

start screen specimen

pref_short

crash screens

Starting Point

Moodboard storyboard

screenshot from figma

mood board specimen

We both worked on two moodboards where we added anything that inspired us through the font and it’s history. Old Racing games and retro aesthetic were prominent visual language which showed itself while making and analyzing our Moodboards. This is what sparked the idea of wanting to create a racing based game for the storyboard/performance. We then thought of different concepts which would support our idea, a highway, carrera and more.. We decided to order small racing cars and stage a car chase between a criminal and a police car. After knowing what our overall setting would be, we moved on to actually making our own game out of it.

Visual concept

concept board I

concept board II

Artboard 8Start_01

Artboard 9Start_01

Artboard 10Start_01

Artboard 5_7

Artboard 5_10Start_01

As soon as we defined which happenings actually effect what and how they could look like we defined a definite timeline and designed the corresponding screens/frames and performance setting for it.

Time line

pre deosgn screen/timeline

definite timeline

Performance/Storyboard

The performance part was pretty clear from the start, it would have to be a racing “track” where the cars could move enough for it to be a chase and with obstacles to make it interesting to play and watch. The obstacles should be things you could see driving around places so not necessarily a “street object”. We tried different things but the container and street cones proved themselves best for color detection as well which we relied on for this approach. Since we relied heavy on color detection our color scheme uses high contrast colors such as , blue, green, yellow and red as the main colors. The red cones cam with the cars we ordered, we 3D printed all the yellow obstacles after and glued them onto our grey cardboard surface which served as the arena/street.

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obstacles 3d printed

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red streetcones

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arena top view II

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arena top view I