This game also had an established style when I came on. The game initially had a cooking theming to it, so many of t the icons and theming felt kitchen-y. That concept switched to a general "vineyard" vibe, but the UI art didn't have a chance to be updated. So while on the team, I directed a revamp of the Home HUD. I also worked to establish a color guide and tone for the game.
When I came onto Panda Pop, it already had an established style. This style was quite dated, so I worked to update it by straightening out the sides of the modals, adding some gloss to the buttons, and scaling the wood texture so it created less visual noise.
I also had the opportunity to create Panda Portal's UI. It skinned the old UX, but with a new header and stone texture.
Tome: Immortal Arena
The project was already underway when I came onto the project. It was vital that I could match the existing style and expand upon it. The look was highly skeuomorphic and detailed, which presented a fun challenge. All assets I created were vector with styles applied, so they could be easily scaled and adjusted.
Backyard Monsters: Unleashed
The art style sat somewhere between cartoony, edgy, and cutesy. The original
Backyard Monsters was a hodge-podge and lacked in visual consistency. During my time on the project I worked hard to slowly move the art style towards a consistent direction. I leaned into the edgy cartoonish vibe and began to explore a more vibrant style. Sources of inspiration included early Teenage Mutant Ninja Turtles, 90’s toys, and metals.
The assets I inherited in the game were also very size intensive. I began to drop those out in favor of smaller assets that could be patterned, or 9-sliced.