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ANGRY BIRDS ACTION!
I had an Art Director role for this mobile sequel to the popular Angry Bird franchise. A role that required Initial visualisation, GUI design, some 3D backing assets, and general art direction tasks while working closely with the original Rovio team back in Finland.
OTHER GAME ART

Disease Lab
A fun card game, funded by the university of Dundee to teach kids (and others) about disease.

Disease Lab
This was a one person project for art, so all design, gui, character art, animation and promotional art was produced by me.

Disease Lab
As well as drawing and animating hundreds of diseases, each also required a 'symptoms' animation, showing the effects of said disease on some poor unfortunate guinea pig. Research into disease sympoms was both equally very interesting and very unpleasant!

Disease Lab Promo
Produced in Adobe After Effects

Sky Active Digital TV
While at Denki, I produced art for many, many games, including Tom and Jerry, Scooby Doo, Boggle, Cartoon Network properties, Nic Kids and many others. The games were all 2D, simple and controlled via the Sky TV remote control. An interesting design challenge when it comes to gaming.

Terminal Station
An interesting one. We were making a game that was to be on early VR headsets. As moving in VR frequently made people queasy, this game was static from the player's point of view. You had to seek out a particular person and spot or assassinate them. The platform was not too powerful, so in order to have many people in shot the characters needed to be quite low in thier polygon count. One way to do this is to stylise the game. The player would look around, seaching for a certain description, finding the person before the train arrived to take them away. It was fun to model and light, but ultimately, didn't progress to full development.

Narball
One of those games that only made it to pitch documents. A sporty fun, water based action game.

Spongbob Squarepants Pitch
This one was intended to be a "Who Wants to be a Millionaire" in the Spongebob universe. Didn't make it past the pitch stage, but still fun to draw.

We Are Power Corps!
Title screen mockups for a bold game concept from Denki.

We Are Power Corps!
The working title was "Power Gear Assembly". This was intended to be a 'Cooking Mama' with military hardware. The user was making things, using welding, cutting, Painting, grinding etc. to make tanks and planes that would go out to war, either succesfully or comically bad depending on how well you made them. Here, I've been exploring how the different tasks can be visually different and dynamic.

We Are Power Corps!
The visual indication to show how well the player's did in their construction.

We Are Power Corps!
The vehicles would be shown in a fairly colourful cinematic, showing their build quality and how it helps or hinders them in battle. These are rough colour and layout tests for possible sequences. Quick tests to explore style and options.

We Are Power Corps!
The vehicles would be shown in a fairly colourful cinematic, showing their build quality and how it helps or hinders them in battle. These are very rough colour and layout tests for possible sequences. Shown here is a missile the player has built well in action.

We Are Power Corps!
Vehicle and some task exploration illustrations.

Festival Fever
A fun title that made it as far as a small playable demo. It's a sim game that places you in charge of building the perfect music festival event. The art here is shared (I produced the layout, compositing, logo, some of the effects and the charcaters).

Festival Fever
Needing crowds of hundreds in the concert venues, they all had to be minimal polygon count, so a bold cartoon style was brought in to cover for the lack of modelling detail. I was involved in concept art, GUI, logo and the characters.

Festival Fever
Some of the crowd characters

Festival Fever visual
Testing out lighting, effects and how the crowds could look. Game icon included here too.

Supermodel Showdown
A fighting game unlike any other. You take the place of a runway model, trying to outperform others on the stage. The classic 'Rock, scissors, paper' mechanic, using various actions to represent them. This was taking the fighting genre into a light hearted and silly direction.

Supermodel Showdown
There were mini games to bosst up a player's skills, so practising the runway walk, posing for shots and modelling clothes. The animations would all include failures, good jobs and perfect jobs. Of course, the player's had many options in their wardrobe too as the game progressed.

Supermodel Showdown
Customisation was key, so there were layers to the characters and their accessories. All animation and character rigs were produced in Unity.

Supermodel Showdown
Promotional Video

Denki Blocks!
A simple block puzzle game that had some success. Originaly for the Gameboy Advance, it went on to become more widely available on other platforns.

Denki Blocks!
The GBA version of the game. Lots of basic GUI and character work.

Denki Blocks!
Various play, menu and story screens from Denki Blocks!
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