Welcome back to The High Life.
This week, we're showcasing the man behind FOMO Ducks, David Uzcategui, who currently helms Highstreet's design team. Aside from creating the first FOMO Ducks and rising through Highstreet's ranks, David is an inspiring figure who's constantly looking for ways to improve his creative process, like folding artificial intelligence into his workflow. Find out how he manages to make the characters of Solera come to life.
Then, we have an update about our demo for an ARC Community event that will take place in two days. Find out what's in store for the folks who will have a chance to hack and slash away at waves of enemy bots.
Let's dive into the latest from the Highstreet team.
David Uzcategui has a decade of experience as a designer. More than that, he's a creator who is constantly evolving to blend new technologies into his process.
Hailing from Mérida, a city in the Andes mountains in Venezuela — and the home of the longest cable car in the world — David is now based in Buenos Aires, Argentina, where he not only works as Highstreet's Creative Design Lead but has also developed a following for his flair for couture and sensitive presence.
We chatted with him to find out what it takes to be the creative engine behind the FOMO Ducks that we know and love.
When did you join Highstreet? And how did you find out about the company?
I've been with Highstreet for three years.
I found out about Highstreet when I took part in a contest to design an IP character for the company. This is how I created the original FOMO Duck. After that, I started working for Highstreet on a contract basis, and have been doing a lot of design work since then. I'm like the father of FOMO Ducks! It has been an incredible journey.
Do you have a favorite FOMO Duck?
Dr. Pato from the original 12 FOMO Ducks is one of my favorites. He's a healer and a guide, and has a deep understanding of emotions. In some ways, I see myself as that figure in my group of friends.
I also appreciate the Ducks from the larger Forever FOMO Duck Squad collection, like the Mario Duck. The Mockingbird Duck is also incredible.
As the creative design lead at Highstreet, what's a typical day like for you?
My day usually starts with a review of pending tasks or new tasks. I also spend some time looking for new ideas and references for projects to use as a guide to expand our own process. I mentor and create with my team, making sure everyone is aligned, and I help them meet their objectives and ambitions.
What's the most challenging aspect of being a creative design lead, especially in a digital world?
The thing that keeps us alive as professionals is to constantly integrate new trends and technological developments. I'm a big fan of artificial intelligence. I adore it, and I see it is an incredible tool that streamlines many of my processes. So I educate myself when these new technologies emerge. The speed at which they change is probably the most challenging part — it requires constant adaptation and learning.
Let's say you start a new project and take the lead. What does the creative process look like?
My process always starts with inspiration. I look for references — they could be art or from any other medium. When I feel ready, I start to make sketches and create mood boards that capture what I want to achieve. The next step is to develop my designs. I'll ask my clients and my team for feedback, and perform the necessary iterations until the client says it's ok, and then I'll refine it some more to reach the endpoint.
Speaking of inspiration, what's a book or a movie that has influenced your creative perspective or style?
I love fiction, especially anything based on theories about time, space, and the multiverse. I really enjoyed Spider-Man: Across the Spider-Verse and Loki, the Marvel character. I also love Mr. Nobody for its conceptual part, or even The Amazing World of Gumball — it's a series for kids, but it contains an incredible animated system, where 2D, 3D, and different animations are integrated.
That's something that I search for when I see movies or series — new ways of expression.
Highstreet World has plenty of cuteness, but there are also battle elements. How do you approach designing other creatures or inhabitants of that universe?
Characters and creatures need to fit naturally with their environments. For example, in Solera, the inhabitants have a deeper connection to technology and energy, so their designs tend to be more stylized than abstract.
As you develop and create parts of Highstreet World, what's your favorite part of the lore?
I love how technology and magic coexist in the Highstreet World. One example is Lunarite, which combines science with mysticism. This duality inspires me.
How do you connect your design goals with the objectives of creating a huge metaverse-based MMORPG?
Developing myself as a professional and developing the visual design of Highstreet World are two sides of the same coin. I put my skills, knowledge, and good intentions into every project I participate in. The designs can be beautiful and players can explore them, but they also need to have a purpose within the game. I work with the development team to ensure that the visuals don't overload anything else, and that there's a balance between aesthetics and smooth gameplay.
What's the most beautiful place you've ever visited, and how has it inspired your work?
Definitely my hometown, Mérida, Venezuela.
I have traveled all over South America — to Brazil, Chile, Peru, Colombia, a few great places in Argentina. But nothing compares to the landscape of my city. It's priceless to look out your window and see the snowy mountains.
I have been living in Buenos Aires for around seven years, and I recently returned after a trip to Venezuela a month ago. I realized how happy it makes me to commune with nature. Once the situation in my country is solved, if you're able to travel to Mérida, you should do it. It's very inspiring.
To keep up with David's antics and adventures, follow him on Instagram and TikTok. Aside from his illustrations, David will also share ways to use AI in creative workflows.
The road to the ARC demo has been an exhilarating journey of creativity and innovation! Our team has been working tirelessly to bring the intense combat experience of The Greenhouse to life within the mysterious Chaos Gardens. This overgrown botanical arena serves as the perfect backdrop for heart-pounding battles against waves of corrupted robots.
Players will face off against four distinct bot types: the knee-high F.R.I.E.N.Ds with their inverted H.E.A.R.T. software, the versatile G.R.U.N.Ts equipped with various software packages, the environmentally-focused R.A.N.G.E.Rs, and the formidable R.E.A.P.E.Rs designed specifically to combat Simulacrums.
In our latest development update, we've made significant strides in refining the combat mechanics for Highstreet. The team has meticulously improved attack animations, ensuring smooth transitions between moves and enhanced responsiveness in battle scenarios.
From designing fluid combat mechanics to crafting unique enemy types, every aspect of the demo has been carefully considered. Players will master basic attacks, blocks, and parries before unlocking special abilities like Power Strike and Second Wind. The Greenhouse itself has undergone numerous iterations to strike the perfect balance between visual splendor and optimized performance.
We've also optimized enemy AI, making encounters more dynamic and challenging as players progress through 10 increasingly difficult waves. Key visual effects, such as hit impacts and environmental interactions, have been upgraded to enhance immersion. These updates, combined with The Greenhouse's carefully balanced design, showcase our efforts to deliver a more fluid and engaging combat experience.
As we approach the demo's release, we're excited for players to experience the fruits of our labor and to see how they fare against the mysteriously appearing Bots in this botanical battleground!
Thank you!