Key Art with logo

3D version of Logo

Visual ID System

Rendered asset from 3D modeler

Final Key art after Photo manipulation and paint-over

3D Icons
These Icons were all conceived and rendered in Cinema 4d. I've not historically used much 3D in my games work, so these were a fun reprieve from the usual task of painting over a game render or illustrating something from scratch. We were able to setup some templates and shared materials and nail down a workflow that yielded a consistent look, for posterity.
I tend to take a brand-first perspective. So I was glad to have this sporty fishing hook icon in the brand system to incorporate into the trophy and mission points icons.
In-Engine Screen Captures
These are videos captured in the engine, demonstrating screen animations and state changes for review. For my recent projects, I've served as mostly art director, but I'm also involved in major/complex screens. The following screens are all my own work.

Loot box opening experience

Early prototype of the tap-to-reel input experience

In recent years, I've developed a habit of writing a C# api that handles input and configuration of the visual aspects UI elements. This has made for some pretty cool partnerships, as UI programmers are able to decouple a lot of code from the visuals and instead request a given configuration or action from my api. For ultimate fishing, I did this once again for the upper hud, which contained a reel tension meter and a bonus meter, as demonstrated below:

Prototyping the upper HUD / reel meter visual experience driven by my code api

Currency collection modal handling multiple currencies in one sequence

Tech Art direction - Providing examples of sliding tabs built in Unity

Tech Art Direction - Developing some assets to create golden VFX in UI

Gameplay Demonstration modal construction

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