Game UI
I led in all UI designs featuring a monetization flow, multiple collection experiences, a quest system, and cut-scene animations, 

Demonstration of chest opening animation

Character Design
I worked closely with Huck to define the game's art style and character structure. A lot of effort was put into finding the right skeleton of a base figure, taking the various unit types and animations into consideration. 

Using Huck's sketches and toys as bases, I converted characters from this universe into production-ready character art. I worked with outsourced artists on the animation sets for base units, providing storyboards and initial concepts for the sequences. 

I worked with the project lead to create all animation sequences for the playable heroes, to ensure a satisfying experience for the special moves. 

Early concepts by Aaron Berchild

Early art style explorations

Color and shading exploration

Character concept from sketch to production art

Texture and color exploration

Final design - playable heroes

Hero final base move sets - Yamahonda

Hero special move concept - Shirokuri

Hero special move - Felinious 

Hero special move - Vampy

Hero special move - Huck

Other Game Assets
Artbook
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