RESPONSIBILITIES:
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Designing characters, costumes, and weapons that best portray their personalities and abilities
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Curated art direction including motifs and colour schemes for other artist and designers to follow
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Designing heads-up display UI and environment concepts that fits into the children's craft aesthetic
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Created 3D weapon, pickup assets, and character model
CASE STUDY
Design Case Studies made during the production and preproduction of GURN
CHARACTERS
Our two heroes: Major & Featherstep and their abilities

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Reference board for character styles and tone











ENVIRONMENT CONCEPTS
Early concept art of environment and levels


Reference board for Campground level
GURN BRAND
GURN in the world of our game is the brand of toys the heroes are using to play (like Nerf) while also featuring this corporate enemy charater as their figurehead





Mask for round surface 3D models.
INTERACTIBLE MODELS
3D Models for interacting with in each level I modelled and painted


Health pack: my first time modelling for a highspeed game. I learned after this that the details do not get picked up by the player in game and adjusted the styles after this.


Ammo I modelled and generated a pile of in blender suffered the same fate... made playtesters confused and itchy.



Bounce pads I modelled and painted

UI MOCKUPS
UI concepts (several iterations) for character select, HUD, and more conventional hero shooter screens. Learned so much about designing for games outside of my comfort zone for this one.
FINAL UI ASSETS
























SWAG
































