Helping to visualize the end of combat 'Victory' celebration.
Helping to visualize the end of combat 'Victory' celebration.
Initial pass at a value spectrum for our loot boxes. I used Maya to block out the design and take renders. Color and paint in PS.
The War Factory produces vehicles. These early variations on the top of each structure would message the weapon tech type to the opponent, giving them an idea of how to effectively counter without knowing exactly which unit would be spawned. PS.
Early barracks concept. We wanted to show each unit being produced, hence the sequence on the top of the structure.
2D/3D concept for the reimagined NOD Stealth Tank.
2D/3D concept for the reimagined NOD Flame Tank.
Block model geometry. This asset is tested in context of the game on device to ensure legibility at a smaller scale. Often, higher level detail in geometry was unnecessary. This 'sketch' is then handed to a modeler to clean and optimize.
High vantage of Desert Isle biome.
Desert Isle map concept. We decided to make a tropical feeling beach background for a more inviting map.
Environment concept.
Badlands environment concept.
Environment tone board for the lava field maps.
Early headquarters concept. At this time the game was a base builder similar to Clash of Clans. 2016.
Early environment paintover. The game at this point was more similar to Clash of Clans.
First set of proposed 'Explojis'. Player could taunt their enemies with these after a missile strike.
Middle/Right - Flametrooper concept. Far Left - Base soldier done by Justin Oronos.
Early GDI Tank concept variations. Early stage when the game was a base builder like Clash of Clans. Effort to stylize the tank to make it more recognizable at small scale on device.
Thumbnail sketches for the GDI Shocktrooper. Design challenge was to make from that was iconic and conveyed the unit's combat role.
RIVALS is a synchronous PVP real-time strategy mobile game.