Art/Creative Director
First person shooter on mobile had some unique challenges (back then). It was an exercise in creating a fiction and visual language strong enough to show on a small screen and permeate throughout all aspects of the experience, including UI screens, marketing materials, and website. Color, silhouette, and key visual signatures were used to communicate various aspects of gameplay and story.
The armor was class based and needed to convey the attributes at a glance. Speed, strength, jumping, swimming, and firepower were inherent attributes of each armor suit. Therefore, themed suits were created to resemble tanks, airships, submarines, construction vehicles, etc to ground their forms in some relative reality. Weapons were also created with backstory and fiction in mind to give them a sense of real functionality.
Eliminate
Art Director
As an early member of ngmoco, I was able to work on quite a few games in a variety of roles. Eliminate was the original 1st person shooter on mobile and our first Freemium game. It was a hit for our company and became a #1 grossing and #1 downloaded game. I was Art Director for this project which was created in 4 months. It was a throwback to early console days and along with defining the character and weapon designs I did quite a bit of asset creation. Additionally, I was in charge of marketing materials and created our commercial trailers including: writing, directing, casting, animating, and editing.
A tongue-in-cheek tutorial/trailer that communicates the fake-friendly vibe that Arsenal Megacorp tries to portray.
I wrote, directed, cast voice talent, and animated this trailer.
Weapon trailer referencing luxury car commercials.
I wrote, directed, animated, and edited this trailer.
Armor Trailer showing some of the different armor sets a player could earn. I wrote, directed, animated, and edited this trailer.