Visual target for co-op roguelike using the PVZ brand. This image converted a 'blue sky' concept into something representational of actual software.
Process for creating visual target. Modeled an environment from our game camera to solve our distorted perspective issues. Established visual hierarchy of elements, with characters/UI on top of a neutral environment.
Walls perpendicular to the floor created a claustrophobic feeling to our maps. In 3D, I explored how we would distort our wall assets to compliment our game camera.
The image on the left show the environment before an art pass. The image on the right shows the same level with art assets in different stages of completion. Our game was canceled before we could fully complete a map.
A visual audit of existing VFX in combat. The game quickly escalated to a point of illegibility. My first effort was to identify the worst offenders and take steps back towards clarity in gameplay.
This model was created by Ryan Murray, an internal artist. I gave daily feedback and paintovers to internal and external artists, guiding assets to finish on time and on quality.
An example of feedback given to our outsource partner.