Radioactive Software
This image was created to illustrate a possible zeppelin aerial combat game set in a Steampunk fantasy world.
Schell Games
Pitch Illustrations
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Preliminary thumbnails for a mock-up character customization screen. I wanted to suggest the story that you create your robot character in an orbiting hangar bay before heading to the planet's surface. |
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The finished product! Concept user interface by Whitney StCharles. Car model by John DeRiggi. Car texture by Zach Coe. |
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For this, we attempted to combine an exciting mood piece with hints of possible level design. See below for a detail image. |
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I tried to convey the necessity for platforming, swimming, climbing, and other action-adventure gameplay oriented features. Thoughts on quest progression were also taken into account.
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Jelly Kingdoms - iOS
The game is a cartoony, stylized take on the Chinese epic Romance of the Three Kingdoms. Each environment is designed to side-scroll in three layers of parallax: foreground, middle-ground, and background.
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The first level of the game: The Farm Village. Here, I tried to incorporate Chinese aesthetics (spiral clouds, tall rounded mountains, flared rooftops, and rice paddies) into an overall cartoony presentation. |
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A bamboo forest in which our Hero encounters a horde of bandits. |
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The capitol palace ransacked and seized by the crooked Courtiers. |
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The outer courtyard of the final palace.
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WDI Imagineering
The Sum of All Thrills
This project involved a touch-screen interface and 3D ride simulator experience at Innoventions pavilion in Epcot Center. Guests would design their own roller coaster (see the User Interface section) and then ride it on a simulator. A mathematical/sci-fi/futuristic/friendly feel was desired, but there was no pre-existing IP to consider.
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Numerous iterations went through approvals, trying to establish just the right style of architecture, style, and space. |
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I played a lot with the notion of having mathematical forms (tools and symbols) embedded in the architecture. This one used the Ruler, one of the tools utilized in the Design Station experience. |
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This loosely used a protractor and a compass. |
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Hearing that they wanted a roller coaster to travel through a futuristic city, art direction gravitated toward a friendly Blade Runner feel. |
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Another iteration based on the Blade Runner aesthetic, though trying to be slightly friendlier. |
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It was judged that Mega-Cities felt overtly dystopian, so the direction to have more of a "Washington DC" monument feel came down. This was the final approved concept. |
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The jet environment started off in a more urban setting a la the Red Bull stunt jet events. This would have also allowed for a lot of asset reuse between the other urban environments. |
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A canyon was eventually chosen for the jet environment. |
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Final jet environment concept. |
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Final bobsled concept. |
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Given our heavy reliance on asset reuse (aka kit-bashing) I made a few style guides for the level designers to piece together interesting and consistent structures. |