I was accepted into the program as a 2D artist, which meant my day to day responsibilities included doing concept art, hand painting textures, doing logos, and occasionally working on promotional graphics.
However, due to the nature of this program, which is to develop capable managers and leaders for the future of the gaming industry, I spent 7 weeks of our 9 month development working as Producer. During this time I would be working with a Lead Designer/Director making sure their creative vision was well executed. This included tasks that any other Producer would be responsible for... on top of making sure the work I would have otherwise do was still completed by my team.
Because the entire 20 person team had their own shot as Producer or Lead Designer, I was tasked with filling in the blanks they left behind. During the creation of Roots of Sarkos I was able to do UI Art, work as a QA tester, optimize environment assets and their placement, as well as make many many critical decisions and creative sacrifices for the betterment of the project.
This project and the people behind it hold a very dear place in my heart! Below are just a handful of my favorite personal contributions to Roots.
Roots of Sarkos Opening Images
Working with the narrative team, I illustrated the opening images which feature the two player characters, Madron the Mad and her apprentice Quill, becoming separated from one another in an accident- which sparks the 2-player journey back to the portal Quill was sucked into.
These illustrations were drawn on toned paper, scanned, and then altered/enhanced in Photoshop.
After much of the concepting was over I was one of the many artists responsible with giving life to the world of Sarkos by creating and placing environment assets. I created a number of low-poly environment models to add depth without our players taking a hit to performance, as well as creating VFX for when the player needed feedback that they were healing the broken world of Sarkos.
Sarkos Arrival Gameplay
I also had the opportunity to work on a minigame during the last 3 weeks of the DSGA. I was on the small team that made Sarkos Arrival, an asymmetric local multiplayer PvP game based on Roots of Sarkos. I worked on the UI of the game, including the win screen graphics, did some of the VFX, and was responsible for creating the environment using assets already built for the main Roots of Sarkos game.
Adventure Time Battle Party
Adventure Time Battle Party - Gameplay Trailer
During my time at Cartoon Network Digital Studios I worked on several ads for Adventure Time characters that were to be featured in a planned releases. My responsibilities for these ads included watching a ton of episodes and sketching out these awesome characters a couple dozen times until the perfect poses came together.
I also fixed animations for new character skins, adjusting weight paints, and making sure each new skin moved just as smoothly as the defaults.
Oos VS Tham
OOS vs. Tham Trailer (Alpha Version)
Game play video of Oos VS Tham.
My contributions to this build include initial concept work, textures for the animated characters in the trailer, textures for all the robot parts, aliens, and the alien ship. I modeled the initial 6 aliens as well.
This was a group effort and much credit is due to the entire team behind www.oosvstham.com!
Much of my work on OvT involved the aliens called Tha'm. Though many concepts came before this, the art team eventually settled on the idea of goo creatures that have been manipulated by crystals, concepts moved to making them fit into the narrative as well as specifications from the design team. Mai-Ann Burns, another talented artist on the team, suggested the idea of these creatures looking almost aquatic. From there we settled on the final designs, below.
These are the final concepts for the goo aliens, Tha'm. Elements of sea creatures were used as inspiration for their slug bodies and alien apendages. And, like many deep sea creatures, our aliens were devoid of eyes. From these concepts the models and textures were based.
Style Copies & 2D Graphics
Tony Tseng Memorial Project
This was a collaboration I produced in the winter of 2015 after the early passing of a Savannah College of Art and Design professor, Tony Tseng. He was Department Chair for the Interactive Design and Game Development program at SCAD Atlanta and, during the years, taught many students who have led successful careers. After his passing, I wanted to gift his family, the school, and his students with a project made possible by the gift of his teaching.
I reached out to other students, those currently enrolled and those who had graduated from SCAD, and together we drew Professor Tseng in the styles of his favorite games. Below this image of the collected pieces are my individual contributions.
My contributions are as follows. From left to right, top row and then the bottom, these are the game/art styles I copied: The Legend of Zelda: Majora's Mask, Final Fantasy 1, The Legend of Zelda: Wind Waker, Punch Out!, Super Mario World 2: Yoshi's Island, and the style of Hayao Miyazaki, animator at Studio Ghibli.
These are my favorite logo work of the last 3 years. Roots of Sarkos is a title I'm working on at the Denius-Sams Gaming Academy. OOS vs Tham is an ongoing mobile game project. The SCAD Game Club logo was made for my undergraduate student group. The pink, stripe-less tiger is my own logo, and the MM logo is for another Denius-Sams mobile game, Mass Magic.
The Q&D Sprite Tutorial
This is a tutorial on adding a bit of polish to simple 2D sprites. Most of this process has come from copying/studying games like Dangan Ronpa and Phoenix Wright.
Disclaimer: This is a public version of an internal tutorial for a game I’m working on and so a lot of the other functionality in my “real” files has been cut out.
This is not a tutorial about character design, about streamlining sprite making, or anything else besides breaking down a simple 2D sprite in such a way that you can add a lot of pizzazz without much effort.
Fleur Moelleux is a character modeled first in Maya before being brought into Zbrush. Textured in Photoshop.
What was jokingly called the 'Final Fantasy' version won out of the older silhouettes. Fleur would be a towering, 8 foot tall, 400lb beastly pet that outgrew her owner's affections. Going from mythical lap dog to indentured servant, Fleur's instinctual aggression as a minotaur eventually comes out and she decides to break from her shackles and go on a rampage.
Started this character by drawing up some silhouettes. I stuck with 3 keywords for the character that would eventually be named Fleur Moelleux: Animalistic Minotaur Maid. Explored a lot of different body types from more human to beastly, even threw in a petite, cutesy sort of look at the end.
Fleur was modeled on the low to hipoly pipeline. Blocked out in Maya, brought into Z-Brush for sculpt and initial texturing.
She was eventually brought back into Maya and textured further in Photoshop.
This is a composition made with the art I contributed Path of Shadows. I worked with the author on several images that were to illustrate abilities in their Pathfinder home brew.
Speed Paint - Run Thief Run
This speed paint was done over the course of about 4 hours. The initial idea was to draw a person running from a giant beast, but it instead became the image of a thief stealing a mother's child. Beast or not, never mess with mom.