Production Art

Responsibilities

I am currently employed at Outfox Games as a Production Artist and Designer. As one of the 3 artists on the team, I was given responsibilty for taking charge on the game’s overall art production on the following departments: 2D Environment Art, Illustration and Animation.

This responsiblity involved working on initial concepts and bringing them to final game ready assets.

I was also involved in design, particularly for gameplay props to ensure both visuals and gameplay mechanics work complimentary to each other to ensure clear design communication to players

Experience

Fulltime: June 2023 - Present (1 year+)

Internship: Sept 2022 - May 2023

Tools

Illustration & Animated Cutscenes

Cover Art

I produced various illustrated pieces for Ritual Night, from the game’s Steam cover art to its title screens and gameplay cutscenes.

Animated Cutscenes

One visual direction we wanted for the game was to have animated cutscenes and this involved multiple steps from storyboarding to producing the illustration and then separating the illustration’s layers to be animated in-engine.

Character Art

The Shopkeep

Player and NPC walk cycle done through traditional frame animation.

Concept sketches for the shopkeep character.

Another aspect of Ritual Night’s visual direction was creating a blend of sprite frame animation and Unity keyframe and sprite skin animations. I was responsible for creating character assets for these characters and rig them in-engine.

Game-ready assets for Season 1 cosmetics.

Cauldron & Tentacle

Cthulhu’s tentacles that appear through the cauldron is an important dramatic piece in our game’s Sacrifice sequence. We wanted to make it feel alive and build tension in this phase so it was important to create a rig in-engine to create this animation.

Player Character and NPC’s

One of my earliest responsibilities at Outfox was conceptualizing the player character and creating various frame animations to be implemented in game.

Prop Design: Art & Design

Detector Totem

I was also given the responsibility for designing various interactable gameplay props. This involved taking concept ideas from sketches to fully implemented assets in-engine.

This process involved multiple steps and collaboration between technical designers and art in order to bring polished props that clearly communicated gameplay mechanics diagetically to players.

Detector Totem

Balloon Box

Cardboard Box

Environment Art

I am currently employed at Outfox Games as a Production Artist and Designer. As one of the 3 artists on the team, I was given responsibilty for taking charge on the game’s overall art production on the following departments: 2D Environment Art, Illustration and Animation.

This responsiblity involved working on initial concepts and bringing them to final game ready assets.

I was also involved in design, particularly for gameplay props to ensure both visuals and gameplay mechanics work complimentary to each other to ensure clear design communication to players.

My process starts from using Photoshop to block out the environment and immediately testing in Unity to check metrics and overall flow of the map.

Observatory Room - Mansion

Spooke Fest Carnival Map