These are just some tests of all the assets put together to make sure that they all fit!
I needed to change to colour balance of the blood vessel to make it much less bright so it didn't clash with the red blood cells and blinded you in the process! I have also tested out the possibility of eventually adding shadows to the characters - it might give more depth to the blood cell and really make everything seem like they're heading towards you.


The colour below is what I have decided on for the colour balance of my game!
I think it really brings out the colours of the other characters without looking too washed out and like creepy flesh...
Here I was just testing out a pink glow over my characters. I thought that if the blood vessel was that colour, then perhaps it would reflect on the characters. However, I don't actually like the look of it over them.. I think they look too washed out. Since I really liked their bright colours, I think i'll stick to that. I have also been testing out some possible effects, like trails of some kind for the characters moving towards you - like the shadows it might give a better sense of depth and where the characters are coming from.
Here I'm just testing out some veiny effects over the blood vessel.
I wanted to see what the red blood cells would look like a little less washed out here. However I think it makes it a bit too dark.
Scoreboard!!! I have decided to have a rotating red blood cell in the corner of the screen by the scoreboard - i suppose just to make the scoreboard seem a bit less plain and boring really! Also, Bubbles!!!!!! I have tested out how bubbles, instead of the previous sparkles could look. I think they go much better with the idea that these characters are actually travelling in liquid, and I like that they are quite subtle here - so they don't take away from the nicely modelled characters, which are the main focus of the game.
Trying out a much more heavy outline for the characters. I think it really does make them stand out, but they look much more flat and super imposed onto the screen.. instead of moving around in what the rendering is trying to make you believe, is a 3D space.
Also, as seen in this version without the background, I have used a tool in photoshop called the dodge tool to put highlights on the characters. The dodge tool brings out the bright colours in the highlighted areas of the image. I think this almost looks like the blood vessel's sparkles are being reflected onto my characters.
This is near enough the final image of my game concept. Eventually I think I will try and go over the frames of my images with the dodge tool to make them look reflective, but for now, I think for the demo that has to be ready for the deadline, this is fine. Once the characters are actually moving in the coding, I think there wont be much of a problem when it comes to the depth of the scene.