The latest game to go on my resume is a very big (and welcome) change; Beeline Interactive's The SMURFS' Village (SV)
SV is a very successful mobile game for iOS and Android that has been active for the past 4 years, releasing new content as often as every 3 weeks! And that is where my duties come in; I, along with my team, are responsible for creating new characters and items that the player can place in their village. Some items are static, some are animated, and some wander around the village. I personally prefer the animated ones as I have the power to breathe some life into these 2D images :)
Below are just a few examples out of a hundred that I have done so far that the player can add to their village:
I wanted to play around with AfterEffects so I took the assets from Polara that I made last year, and put it together in a somewhat presentable clip. This marks the start of a new demo reel I will be making slowly throughout the year.
It is a freerunning platformer that I had the pleasure of working on, lending my talents in two areas of the game; in-game animations and cutscene illustrations.
For the animation part of the game, I was entrusted with creating all actions for the main character; these included a run cycle (some of the frames seen above), various types of jumps, and transitional animations between cycles and poses.
Instead of me uploading a demo reel for this game like I did for the "Legends of Troy" post, I've uploaded a trailer video (below) to get a better sense of the game, which might I add unbiasly, is unbelievably fun!
If you don't trust me :) read any review of the game, they are ALL very positive!
POLARA is now available on iOS and Android
This week marks the release of Warriors: Legends of Troy, the video game that I've been involved with from the beginning of the project. I thought this would be a good time to share what exactly was my role in this journey.
At first I was involved with concept art. This included brainstorming character designs, environments, and overall style. One of the images I was asked to do was supposed to sum up all aspects of the game; one soldier vs many, brutal war, and gritty visuals. And this is the image I came up with:
Few months after that task, my manager came over to tell me that this image was released online with the announcement of the game. At that time it was the only visual revealed so I felt a bit proud. Shortly after More concept work was released in Famitsu (Japanese video game magazine), and Gamespot.com, and these included character concept art. Three of those images were done by me. They were the final design for Griffin (left), Cyclops (middle), and Erinyes (the head was designed by Andrius M.)
In the end, I had over 300 concepts drawn for this game, and the experience boosted my drawing abilities immensely. By the time all these were done, game models were made, and I stepped over to the animation department. This was a rare opportunity because I got to animate characters that I designed, and it felt good to see them in 3D. Since the game is out, the team got permission to make demo reel of our animations with any content we worked on, so here is a small fraction of the animations I have done:
So as my closing statement, it was tremendous experience for me to see the development of a AAA title from start to finish. Along for the ride were a bunch of great artist that inspired me and helped me evolve. Huge thank you goes out to