Monday, March 13, 2017

Dragon Drop

There was a chance that THIS game would have made a splash and while it got pretty far into development, it ultimately became another body in the ground.

The very short of it was that it played like a pachinko machine. You had a limited number of dragon coins that you could drop. Pegs on the backdrop varied where the coin would land. The goal was to try to smash as many princesses as you could before the coins ran out. Knights gave bonus points, etc. The characters would explode into confetti (at the beginning it was buckets of blood), the audience would clap, curtains close, score tallied. It was charming.

I did almost all of the art here except the knights, princesses, unicorn, and dragon coin. Fun stuff.

 

                     

Smak and Pop

This game never made it. It was a mobile title that had the player running around the mall, slapping people in clicks (preps, punks, nerds, etc), and converting them to "free thinkers" before they could gang up on you and convert you. It was silly and very probably offensive. 

We had a working version of the game before it was canned. I did a lot of concepts/art direction for the game but the layouts below were my favorite. 






Monday, March 6, 2017

Frostbound - Google Daydream

Last year I art directed a little survival/adventure game for the Google Daydream called Frostbound. We barely had three months to slam the game together but I'm fairly proud of what we were able to accomplish in that time-frame. Here's a link to a promo video, if you're interested: FROSTBOUND PROMO VIDEO

I did a lot of paintovers and guidance on this project but below you can see a few of the more showable arty things I put together to help during some of the larger discussions about game progression, enemies, and cinematic moments.





 



 



Friday, March 3, 2017

Back in the day...

This is some old work from...hmmm, late 2011? This was put together as part of some IP exploration for the company I was working for at the time. Too bad in never went anywhere.








Tuesday, February 28, 2017

Afterlife (canceled) 2011 - 2012

I've posted several pieces from this project in the past. I found a bunch that I never showed off. I loved this game and thank Trendy for giving me the opportunity to be a part of it...while it lived.


























Wednesday, February 22, 2017

Dungeon Defenders 2 Concept Dump Five

Recently found some more concepts that I hadn't posted before. These span from preproduction through to my final days at the studio. We had a lot of levels planned and worked on many that never made it to the final game.








Tuesday, November 29, 2016

Phoenix *UPDATED* and I already don't like it!

I was finally able to find the original PSD for this image. I never felt that it was really finished and have been wanting to "finish" it for a long time. No time like Thanksgiving break to ignore family and get it done! (I didn't really ignore my family...much) Even with the extra love I got to pour into it, I'm already feeling meh about it. The next painting will be my masterpiece, I promise.




Wednesday, July 20, 2016

Jam Week 2016

Last week saw me experiencing my third consecutive Jam Week since joining with Schell Games. I set out to learn After Effects and ended up only getting a day in the program before assisting some of the other teams who really needed art support. Never a dull moment!

These were 1 - 2 hours a piece. They were used as part of a Sherlock Holmes game project.