I wanted to concept up an idea I had for a platformer game where you played as a little lightbulb who’s goal was to find the light fitting and brighten up the area. I wanted to stick to a gameboy palette for the colours as I was going to take this to a lo-fi pixel art style.
This is a little wedge of the development work I did on me and a friends personal game project. I was still a little new to frame by frame animation at this point but after transferring the key art to pixel art I feel I had the time to adapt and develop it.
Here you can see the initial sketches that slowly formed into the character we decided to go with. We also did a few flavour sketches just so we understood the characters motivations. We had the idea that the character is a fearsome monster but currently just a wee babbie so hes sneaking around from place to place finding meals where he could.
You can also see some rough colour sketches of vehicles and buildings and how I would imagine the game would look overall, the would have been taken to pixel art as the next step.
Recently me and a programmer friend of mine started working on a game together. We were aiming for a blend of Rampage, GTA Classic and Zombies: Ate my Neighbours, a kind of top down destruction game.
I’m a big fan of Godzilla so we used that as a base to kick off from. Here we were playing with the idea of you starting off as a baby monster and as you eat and play through the game you grow and get stronger.
This was an alternate character for the same game. I liked the idea that there were a few different kaiju type characters that you could pick to play from.
I really really enjoyed creating these stages of growth of a character. It’s so much fun to play with proportions to imply age and strength.
This game has unfortunately since been shelved but I hope that we can come back to it someday.
This was kind of the fun part of the job. As I was pretty much the art director on this silly little project I had free reign to design some really gross monsters and portray them in a kind of chibi-esque manner.
I think this character would have been alot of fun to play, just a wild storm of teeth.
One of my best friends, Matt Bailey, has this certain type of skeleton king that crops up regularly in his work. I thought it could have been funny to have a little tribute to him in this game.
I think in the end this is as far as it would have gone as it could have been a nightmare to transfer this to pixel art.
This was mostly a joke but the programmer and I discussed how funny it would be if there was a hidden Easter egg that let you play as a gross demon baby.
It’s kind of, in my mind, an homage to the SNES game Zombies Ate my Neighbours that I spent so much time playing as a kid.
you can find this drawing in full colour on my Instagram and I think it’s one of my favourite things I have ever drawn.
These character concepts were for a game me and a colleague were going to work on. I’m a little sad that it didn’t end up happening because the game sounded a ton of fun and once again I got free reign to go crazy with the enemy designs.
The game was a Rock, Paper, Scissors type game but with a street fighter type twist where each opponent was an over the top enemy with exaggerated animations and tells, similar to Punch Out.
This character would have worked as the tutorial character. As his hands are in his boxing gloves he can only ever throw Rock (A not too subtle play on Rocky too…) but when the opponent is throwing the same move everytime you can learn what happens on a fail, draw and win state in a controlled environment.
I hope I get to return to this game!
These character concepts were for a game me and a colleague were going to work on. I’m a little sad that it didn’t end up happening because the game sounded a ton of fun and once again I got free reign to go crazy with the enemy designs.
The game was a Rock, Paper, Scissors type game but with a street fighter type twist where each opponent was an over the top enemy with exaggerated animations and tells, similar to Punch Out.
This character would have been a mid tier opponent who’s speciality was cutting the opponent, so strong scissor throws would come from him.
These character concepts were for a game me and a colleague were going to work on. I’m a little sad that it didn’t end up happening because the game sounded a ton of fun and once again I got free reign to go crazy with the enemy designs.
The game was a Rock, Paper, Scissors type game but with a street fighter type twist where each opponent was an over the top enemy with exaggerated animations and tells, similar to Punch Out.
The Mummy character would have been an expert of Paper throws with his bandages and parchment.
These character concepts were for a game me and a colleague were going to work on. I’m a little sad that it didn’t end up happening because the game sounded a ton of fun and once again I got free reign to go crazy with the enemy designs.
The game was a Rock, Paper, Scissors type game but with a street fighter type twist where each opponent was an over the top enemy with exaggerated animations and tells, similar to Punch Out.
This character would have been an end game type villain. As he is made of slime his body would be constantly shifting, throwing the player off any tell tale signs of what he was going to play.
These character concepts were for a game me and a colleague were going to work on. I’m a little sad that it didn’t end up happening because the game sounded a ton of fun and once again I got free reign to go crazy with the enemy designs.
The game was a Rock, Paper, Scissors type game but with a street fighter type twist where each opponent was an over the top enemy with exaggerated animations and tells, similar to Punch Out.
Here the tutorial villain comes back to get revenge on the player. Previously undefeated, the player was the only one to discover his (somewhat obvious) weakness. Now more ready than ever he has studied up on your tactics and has a much more versatile movelist.
These characters are from a shmup type game I’m working on with a heavy focus on narrative.
Each of these characters are from different planets, times and walks of life but they are all connected somehow. It would be up to the player to pair up characters and discover who is linked to who and what is the best path to the end of the storyline.
This job was a little strange. I was asked to concept guns for an arena shooter. The character was a small girl fighting her way out of hell. The ask was for straight forward guns, and there were plenty to pull from but I thought it could have been cool to pitch some hell inspired weaponry
This job was a little strange. I was asked to concept guns for an arena shooter. The character was a small girl fighting her way out of hell. The ask was for straight forward guns, and there were plenty to pull from but I thought it could have been cool to pitch some hell inspired weaponry.
This job was a little strange. I was asked to concept guns for an arena shooter. The character was a small girl fighting her way out of hell. The ask was for straight forward guns, and there were plenty to pull from but I thought it could have been cool to pitch some hell inspired weaponry.
I got a little more leeway on the handgun and I decided to run with it. The designer was keen on it being a revolver so the design played out from there but I thought it could have been cool to infuse it with a punky, bratty kind of attitude, like it was a well loved, customised personal weapon, not just something found.
This job was a little strange. I was asked to concept guns for an arena shooter. The character was a small girl fighting her way out of hell. The ask was for straight forward guns, and there were plenty to pull from but I thought it could have been cool to pitch some hell inspired weaponry.
I got a little more leeway on the handgun and I decided to run with it. The designer was keen on it being a revolver so the design played out from there but I thought it could have been cool to infuse it with a punky, bratty kind of attitude, like it was a well loved, customised personal weapon, not just something found.
This was a flavour piece for my own pet project.
This was going to be for a Gameboy styled pixel platformer in the vein of Castlevania and Megaman but for the artwork I wanted to go down a little more of a Katsuya Terada styled approach.
Im not sure how successful the test was but this is the result of that, I changed up my inking and colouring style to try and emulate his work whilst keeping to the Gameboy palette.