ARMY OF TWO: THE DEVIL'S CARTEL
Brought in for the final 6 months of the game, my job was to refresh the look of the art, bring cohesion to the visuals, help develop the look of the meta-systems, and drive the marketing effort. The production was deeply troubled with a highly demoralized team; an additional goal that I successfully accomplished was raising morale and giving artists ownership over their work in the final drive to completion. I refreshed the looks of the characters to make them more appealing and attractive, and designed the UI for the weapon, tattoo, and mask systems.
Check out my interview with Inked Magazine about the game's tattoos...
SCREENSHOTS
Brought in for the final 6 months of the game, my job was to refresh the look of the art, bring cohesion to the visuals, help develop the look of the meta-systems, and drive the marketing effort. The production was deeply troubled with a highly demoralized team; an additional goal that I successfully accomplished was raising morale and giving artists ownership over their work in the final drive to completion. I refreshed the looks of the characters to make them more appealing and attractive, and designed the UI for the weapon, tattoo, and mask systems.
Check out my interview with Inked Magazine about the game's tattoos...
SCREENSHOTS
MARKETING
In addition to screenshot capture and retouching and video capture for trailers, I directed all magazine covers, keyart, and advertising materials and merchandise for the product. This includes action figures, t-shirts, and Skull Candy headphones. I also personally created many web marketing images, mask designs, and tattoos for exclusive content.
In addition to screenshot capture and retouching and video capture for trailers, I directed all magazine covers, keyart, and advertising materials and merchandise for the product. This includes action figures, t-shirts, and Skull Candy headphones. I also personally created many web marketing images, mask designs, and tattoos for exclusive content.
USER INTERFACE
Nothing had been designed for the product and so a full UI flow needed to be developed, created ,ad implemented during Alpha. Working with a small team, I mocked up shell screens and directed 3D environments to be used as backdrops for characters, weapons, etc.
Nothing had been designed for the product and so a full UI flow needed to be developed, created ,ad implemented during Alpha. Working with a small team, I mocked up shell screens and directed 3D environments to be used as backdrops for characters, weapons, etc.
ART DIRECTION SAMPLE
Here's a sample document I created illsutrating the setup and visual targets for the game's weapons.
Here's a sample document I created illsutrating the setup and visual targets for the game's weapons.
a04_weapons_artdirection_00.pptx | |
File Size: | 8805 kb |
File Type: | pptx |