Concept Art and Vis Dev Work
Fun Fact: concept art and visual development here are terms that encompass artwork made for videogames, tabletop games, fiction projects, comics and more – as long as the artwork serves a larger development goal! Development goals can mean: worldbuilding, defining characters, environments, or even just sussing out the larger vibes of a thing.
Some of this work has been polished up and turned into public-facing, finished artwork, whether for promotional or illustrative purposes, and some of it has not. Where possible I’ve included info in the post itself about the project or at least the process that we went through using the art.
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Environment Design for Unannounced Solarpunk Game
Environment design exploring the possibility of using asset store models to populate the level without losing the worldbuilding and colour design. Created as a thorough guide for the level designer, including labelled assets and isolated colour palette information. We started with thumbnails painted from level blockout exploration to choose a location to build up: The…
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Blue Sky Environment Concept for unannounced solarpunk game from Peculiar Path
Blue sky ideation process for environment designs and world building for an unannounced game from Peculiar Path. The final image: The linework: Stages in the design process – we started with something fairly realistic, pushed it to extremely stylized, and ended up somewhere in the middle for the final.
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Cabin Designs for unannounced game from Peculiar Path
We did a pass exploring a more contemporary/futuristic aesthetic for the setting, focusing again on a cabin as a proof of concept, integrating elements from cutting edge material work in architecture and design. The client provided a 3D blockout and some basic lights, built off of the floor plan and elevations, that I used as…
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Four Solarpunk Character Designs
These four characters were designed for an unannounced Peculiar Path title. Below are some of the stages these characters went through. We started with a skeletal template to help simplify future rigging processes, and iterated possible characters on top of it: Once we had drawings down, we went through a colour design process:
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Proof of Concept Artwork created for Solarpunk project with Peculiar Path Games
Solarpunk setting overview illustration for an unreleased game from Peculiar Path Games. I learned a lot about different types of boats creating this! Details, process work and research below.
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Character Design – Low Poly Medieval NPCs
These were created for and are owned by Numizmatic Games, for an unannounced game.
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Low Poly Environment Art – Castle Rooms
These were created for and are owned by Numizmatic Games, for an unannounced game.
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Low Poly Environment Designs – Bakery
These were created for and are owned by Numizmatic Games, for an unannounced game.
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Light Fingers Player Character Design Process
I had the good luck, back in 2016, of being part of the excellent team making Numizmatic Games’ Nintendo Switch release Light Fingers, as the concept artist, and worked on character designs for the player characters. Here’s some snippets of our process! Above you can see the final player character lineup, not by me, featuring nice…
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Prop Designs for the Phantom P. I.
Here’s a few lineups of prop and architectural element designs created very early on in the process for Rocket 5 Studios, for their release The Phantom P. I.!
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Character Designs for HeroQuest Glorantha
For The Coming Storm, I worked with art director Jeff Richards to create a lineup of 75 NPCs to populate the setting. Each character had to visually communicate specific cultural and personal character traits visually, and be recognizeable if reproduced in multiple formats. Here are a few of the lineups.