Some character assets I made for Cosmos Quest including animations (where applicable)
I was primarily the UI designer for this game, but it was such a huge undertaking I was included on the character team as well
Political theme card game pitting left and right wing.
I was the Lead Artist in charge of Characters for Honorbound, a hero collector game done by JuiceBox Games.
I was responsible for a small team of scrappy artist to produce 35 unique heroes a week. Concepts out on Monday and fully animated by Friday of the next week. This was one of the most strenuous art projects I have ever done. But it was very rewarding. By the end of the game there were over 1000 unique animated characters on about 10 rigs.
I had a great team of artist to work with.
I was the Lead Artist in charge of Characters for Honorbound, a hero collector game done by JuiceBox Games.
I was responsible for a small team of scrappy artist to produce 35 unique heroes a week. Concepts out on Monday and fully animated by Friday of the next week. This was one of the most strenuous art projects I have ever done. But it was very rewarding. By the end of the game there were over 1000 unique animated characters on about 10 rigs.
I had a great team of artist to work with.
I was the Lead Artist in charge of Characters for Honorbound, a hero collector game done by JuiceBox Games.
I was responsible for a small team of scrappy artist to produce 35 unique heroes a week. Concepts out on Monday and fully animated by Friday of the next week. This was one of the most strenuous art projects I have ever done. But it was very rewarding. By the end of the game there were over 1000 unique animated characters on about 10 rigs.
I had a great team of artist to work with.
I was the Lead Artist in charge of Characters for Honorbound, a hero collector game done by JuiceBox Games.
I was responsible for a small team of scrappy artist to produce 35 unique heroes a week. Concepts out on Monday and fully animated by Friday of the next week. This was one of the most strenuous art projects I have ever done. But it was very rewarding. By the end of the game there were over 1000 unique animated characters on about 10 rigs.
I had a great team of artist to work with.
I was the Lead Artist in charge of Characters for Honorbound, a hero collector game done by JuiceBox Games.
I was responsible for a small team of scrappy artist to produce 35 unique heroes a week. Concepts out on Monday and fully animated by Friday of the next week. This was one of the most strenuous art projects I have ever done. But it was very rewarding. By the end of the game there were over 1000 unique animated characters on about 10 rigs.
I had a great team of artist to work with.
This was my first Zynga game called Treasure Isle back in 2009. Basically Farmville with a pollination twist. I loved working with the art team on this one. A lot of creative freedom.
I did a bunch of animations for this game. Every artist was responsible for their asset from beginning till implementation. If I can find them on my old hard drive I'll put them up. Unfortunately I'm missing a lot of my favorites. I remember doing a giant, eye-sore, monkey tower that only five players could own. It swayed back and forth and the monkeys were partying on it. It was great! but I think it's gone to the ages. All those art assets lost now, like tears in the rain.
Games like Treasure Isle are what they call "content wheel" games. Where every week has a new theme to it. Around the end of a game's cycle the theme's get nuttier and nuttier. My favorite one being Treasure Isle, where the player started "growing" and attacked Japan Godzilla style. The End of a games content wheel is the wild west of game aesthetics.
TREASURE ISLE - 01
This was my first Zynga game called Treasure Isle back in 2009. Basically Farmville with a pollination twist. I loved working with the art team on this one. A lot of creative freedom.
I did a bunch of animations for this game. Every artist was responsible for their asset from beginning till implementation. If I can find them on my old hard drive I'll put them up. Unfortunately I'm missing a lot of my favorites. I remember doing a giant, eye-sore, monkey tower that only five players could own. It swayed back and forth and the monkeys were partying on it. It was great! but I think it's gone to the ages. All those art assets lost now, like tears in the rain.
Games like Treasure Isle are what they call "content wheel" games. Where every week has a new theme to it. Around the end of a game's cycle the theme's get nuttier and nuttier. My favorite one being Treasure Isle, where the player started "growing" and attacked Japan Godzilla style. The End of a games content wheel is the wild west of game aesthetics.
TREASURE ISLE - 01
This was my first Zynga game called Treasure Isle back in 2009. Basically Farmville with a pollination twist. I loved working with the art team on this one. A lot of creative freedom.
I did a bunch of animations for this game. Every artist was responsible for their asset from beginning till implementation. If I can find them on my old hard drive I'll put them up. Unfortunately I'm missing a lot of my favorites. I remember doing a giant, eye-sore, monkey tower that only five players could own. It swayed back and forth and the monkeys were partying on it. It was great! but I think it's gone to the ages. All those art assets lost now, like tears in the rain.
Games like Treasure Isle are what they call "content wheel" games. Where every week has a new theme to it. Around the end of a game's cycle the theme's get nuttier and nuttier. My favorite one being Treasure Isle, where the player started "growing" and attacked Japan Godzilla style. The End of a games content wheel is the wild west of game aesthetics.