Projects
Circuit Breaker
For Circuit Breaker, I was brought on board as a concept artist just before the semester started. Initially, I was asked to design robot characters that would be introduced in the game. My role involved taking character descriptions from the game’s designer, Seth, and turning them into full concept art, which was later handed off to 3D artists. I had to create turnarounds and collaborate with other departments to ensure the designs worked properly. Although I had no prior experience with drawing robots—my focus was primarily on human characters—I took on the challenge because I wanted to contribute my strongest skills to the team.
The first character I worked on had a human-like design, which the team appreciated, but it wasn’t quite the style needed for the game. After a bit of reworking, I found inspiration in Gundam designs, which allowed me to create a more mechanical and functional look. I approached the characters as if they were action figures, ensuring that their functionality and movement were believable. I then moved on to design Lucille, a long-range character who was closer to human proportions, and this was one of the most enjoyable projects for me. Her first design was approved, and it was a rewarding experience to see her brought to life.
Finally, I was asked to create a third character, Chonker. This was a unique experience because the team and I held live art jam sessions where I sketched in real time, receiving feedback from both designers and artists. The silhouette for Chonker was a hit right away, and the design even incorporated a bit of inspiration from One Piece. I took cues from the face on Trafalgar Law’s chest tattoo when designing Chonker’s face, adding a personal touch to the project. Although I didn’t have time to do a full turnaround for this character, the iterative process of refining his design—such as reworking his peg leg and arm functionality—was a great learning experience and a testament to the collaborative nature of game development.
King's Prophet
For King's Prophet, I was tasked with developing concept art for all the characters that would be featured in the game. This involved creating PNG images of each character to be displayed alongside dialogue or whenever players interacted with them, as well as designing their portraits for in-game walls. My main focus was on designing the king, queen, prince, and several other characters, most of which can be found in the gallery to the right. While there wasn't a set description for each character, the main ones, like the king and queen, were characterized by their purple hair and a few personality traits.
I had the creative freedom to design the characters as I envisioned them. For each design, I would present my sketches to our art lead and the lead designer for King's Prophet, who would provide feedback and approve the concepts. Once a design was approved, I would refine it, adding base colors and details before sending the finalized art to the designers for implementation in the game.
I truly enjoyed this opportunity as it significantly improved my art skills, allowing me to transform concepts into fully rendered pieces. It also helped me become more efficient in my artistic process, enabling me to produce work faster while maintaining quality.