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iPhone and iPad game

Art and gameplay design for iPhone & iPad game, comissioned by Esafety, an organization in the EU that promotes safe driving.
    Esafety wanted a game that showed their six safety systems and use of their top racing star sponsor Michael Schumacher and Lewis Hamilton (among others).

Working with a programmer, sound designer, and project coordinator/designer, we created the game during 2010-11.

My role was to design the gameplay (in collaboration with our other designer) and make all the art, including the characters, menu, gameplay, medals and more.

The game is now in the AppStore for free. Click here to download >

Check out our website www.MiniGameLabs.com    >

     

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Intro screen I created
© copyright eSafety 2011

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Gameplay screenshot

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Menu screenshot with Michael Schumacher

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OOGA BOOGA
Published in 2001 by Visual Concepts for the Dreamcast

My position: concept artist

Ooga Booga was a multiplayer battle with up to four players, set on a lush tropical island. The Producers needed a strong visual style to make it visually interesting and hired me straight out of college, my first real job, which lead to many years spent in the games industry.

"These are the characters you can play in the game, witchdoctors from four different tribes. The Hoh-Tees are fast fiery females. The Twitchies are speedy little animals. The Hoodoos are ghostly wizards, and the Ten Tons are big fat and strong."

- John Race, Producer, OOGA BOOGA

 

Akazukin
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Screenshots of the wild gameplay.

Here you can see how the character concepts were translated into moving 3D models by our modeller and animator Michale Biancalana. They were great fun to watch and play.

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With John's direction I created the art for the "pitch" brochure to "sell" the idea to the company. They liked it and greenlit the project.

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Ooga Booga gameplay video
   
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EIGHT DAYS
By Sony Computer Entertainment for PS3. Cancelled

My position: Art Director

I was hired as the Art Director in London for Sony's flagship title, a driving/shooting game with the ambition to bring a Hollywood action film experience to the PS3.

I took over the Art Direction from the prototype and set out to create an Art Bible for the entire game, including sets, characters, vehicles, menu and logo. I did this with the help of 10 incredibly talented concept artists from the film industry and we ended up with a massive amount of images for all 16 levels, which was to be used as blueprint for the art production team.

Sadly, Sony cut the funding, partly due to the Playstation 3 delay, and half the team left, and the project was cancelled altogether in the following year. Because of NDA I can't display those images here.

 

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Eight Days gameplay video
(work in progress)
   
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BATTLEFIELD 2

My position: Art Director

This is a screenshot I took of our game, to show off the beauty of the world we had created and make you want to go there and play. It sold 2 million copies in the first year.


The game received 89% overall rating on Gamerankings.com with 65 reviews

Rating: 5/5 on Gamespy
"Battlefield 2 sets a new high watermark for online play"

Rating: 9.3/10 on Gamespot
"Battlefield 2 is a thrilling action game that immerses you in the chaos of combat like never before"

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BATTLEFIELD 2
Published in 2005 by Digital Illusions for the PC

My position: 3D vehicle artist

When I started on Battlefield 2 I was part of the vehicle team, working with Peter Hoyles. We were building models of helicopters, planes, and tanks, and raising the quality of the existing models. This included making texture and bumpmaps. The goal was to create a sense of gritty realism, where everything was covered in mud, sand, oil spills and scratches. These vehicles has to work up close yet stay within our polygon and texture budget.

The end result when you're playing the game is great. You don't think of them as vehicles in a computer, but a natural part of the setting you're in. And they're great fun to drive too.

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Screenshot of the gameplay

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Battlefield 2 trailer
   
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BATTLEFIELD 2142
Published in 2006 by Digital Illusions for the PC

My position: Level design & art

I created the gameplay and visuals of the level 'Camp Gibraltar'.

I wanted the feeling of 'assaulting the castle', then fighting your way through narrow streets on multiple levels, like an urban maze. The defenders would hold the walls and the gates, and try to block the attackers at every stage. In my map this castle became a modern top security refugee camp, much like a prison, with watch towers, barracks stacked high, and tall walls.

I made it a claustrophobic infantry-focused map because of the memorable close combat moments in Battlefield 2, when you have to rely on the teammate next to you, your eyes to see through the dust-filled streets, and your ears to hear what's coming around the corner...

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Battlefield 2142 trailer of my map "Camp Gibraltar"
   
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Spineworld
Published by Playdo for web-browsers 2008

My position: Illustrator, writer and designer.

Spineworld was a social game using the freemium model. You could play for free online from any web-broswer in the world.

I joined the growing team in 2007 as illustrator for backgrounds, clothing, etc. The concepts were created by the talented Alvaro Tapia, and a small team of illustrators translated the pencil drawings into pixel art for the game.

I also contributed to the writing of quests and characters, and played a part in the design team, to make the world an exciting adventure without resorting to violence.

We had great fun and could see players from all around the world meet in spineworld. However, the project ran out of funds and was shut down in late 2009.

 

 

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All work was based on concept sketches and created in collaboration with other artists. In this scene I worked on the airship, tent and background.

I created concept drawings of hats that the player could buy in the store and wear when they walked around the world. Hats was one of the most visible distinguishing features of characters which made them very important.

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Spineworld gameplay video