Alpha testing and other updates!

Hello all!

Exciting stuff is happening today! If you sign up on the link below, you will have access to the alpha of Zen Island around 18.00 CEST today! Make sure your email is in there, otherwise you won’t receive the invitation to the alpha! (The alpha is for Android devices only currently)

In other news, we have updated the vegetation assets and have a few work in progress assets such as moss and grass, see below! (Only a few assets will unfortunately be available in the alpha for that reason, sadly, BUT, it will be there in future releases!)


A feedback form will be posted soon as well!

Have a great day! 🙂

//Morgan and team.

More art assets, playable prototype soon available.

Hello all! Morgan here 🙂

This past week we have been hard at work in preparations to release a playable prototype of Zen Island!

But before we get into details, I would like to thank everyone who contacts us and already have done so, coming with any feedback, wishes and requests. It helps a lot to know what you would like to see in the game, so please continue to do so, the more we hear from you the better the game will get! Together we can make something great!


As you can see above we have quite a few more additions in the vegetation department, new types of trees and bushes.

And in the coming weeks we will have created assets in other categories, such as structures, buildings and props that will serve as light sources (Candles and lanterns) for night time!

I can’t tell you exactly what kind of structures and buildings yet, other than one of them will be a small garden pond.

If you have any ideas about something you wish to see in the game, do not hesitate to contact us! 🙂

The prototype will be available early next week!

Have a great weekend!

//Morgan and team.

Art Progress

Hello dear readers!

My name is Morgan and I am responsible for the creation of art assets for the game. I will be modeling and texturing the assets for the game. Hit me up if you want to discuss anything, Zen Island-related!

Now our development have started for real, we are internally play testing the controls and soon a prototype will be available for testing!


Also, the pipeline for creating art assets have been established and now we have a strong pipeline where we can generate a lot of assets really quickly.


The art-style of Zen Island is a mix between hand-painted and the famous low-poly style, the reason for this is because it enables us to be more creative since each assets take less time to make.

If you have any ideas for example for what kind of special tree, bush or flower you really would like to see in this game feel free to contact us!

Is there anything we have missed, or do you think this shouldn’t be in the game for any reason, please hit us up on facebook, post here in the comments or mail us at:

Have a great weekend!


Lead Art


Hello readers!

My name is Adam and this blogpost is going to be about what I have been doing this week. Just quickly about me; I am the producer and I’m also responsible for the marketing and the PR. I am also a part of the design team, working with stuff as background visuals, UI design and gameplay feedback. I am currently doing my third year at Uppsala University in Game design and computer graphics! But enough about me.

I have been experimenting with the UI design for this week. Quickly, what is an UI? UI means “User Interface” and is everything in the scene which you can interact with. For exampel an inventory system, a menu button, etc. This has been quite the challenge. We are trying to deliver an aesthetic with our game, it is supposed to be a relaxing experience throughout the game, and we really want to immerse the player through the entire game session. Nothing in the game should be distracting in the sense that you are losing out on the immersive experience.

This is where the UI gets tricky. It has to fit within the game of course, but it also has to fit the aesthetic. I dont want the UI to break immersion. I have been experimenting for a couple of days with how I can make a visually appealing UI, that is easy on the eyes, clean-looking and not immersive-breaking.

This is an example of what I am trying to avoid.UI DESIGN.png

First of all, it has a very unnatural black and sharp border that just does not fit within the game. A big white square in the middle also just eliminates most of the background, which is immersive breaking in a way too. I want the UI to stand out from the game, but also merge nicely and softly with the background, even when the UI consumes most of the screen.

This is what I got so far, and in terms of immersion, I think I am definitely on the right track!


So the idea here is to click on the cherry blossom tree for example, and that leads to all the different trees you got in your inventory. The same goes for the stones and bushes. The background is still there, very visible but I still managed to make the UI stand out. I simply added a blur to the game when the inventory is active, which puts the UI in focus, but still keeps the scene active visually.


The tree, stone and bush is simply a placeholder and not final. It looks kind of weird, since the bush is an actual photographed bush, and the stone and tree painted. But this is just for me to see how the UI looks with different objects.

I am sorry for the long rant, it is hard to keep it short when you are trying to get everything out of your head into text. I hope you managed to get through it!

Thank you for reading! If you have any questions or pointers, if you think I am wrong in any way, please drop a comment and let me know, it helps a ton, and I always appreciate feedback!

Kind regards,

Zen Island