Image links to home | portfolio page Home | Games | Bio | Contact | Resume    
 

I was brought on by Asteri in mid-production to establish a new art direction for this mobile launcher
based on a toy property called Gobsmax. The game is currently in open beta/early release.
I've lead a team of 5 in-house artists, 3 contractors, and 6 outsourcers. Here is an art dump:


First up is our first Cinematic. Video made in After Effects.
Depending on your internet speed, you may need to download and play it for best quality viewing.


HillGiant_Back
An illustration I made for the loading screen. Photoshop, Illustrator, and 3ds Max.


Some UI selectors for mini games I made. Illustrator and Photoshop.



Some target assets I made. Background buildings. 3ds Max, Substance.


Sreenshot. World 2, level 1. Unity.


Sonic Wave power FX test


Factoy panel target art for factory backgrounds.


I was very heavily involved with look-dev and production. There was lots of back and forth with my artists.
Click on an image below to see the collaborative process I employed to get the final results to unfold:


Gobsmax City, home to the Space Jump team.


Factory stage in Gobsmax City.


Boss battle with Gobzor.




Gobzor, by Brian Maricle and Kindal Dewitt. Rendered in Substance.

Gobzor's final iteration with no nose, ready to be made into a toy:


Star Power characters by Michael Chapman

Some early look dev, tuning, and testing in engine:


In-game look-dev tests for Gobsmax City. I really wanted to go this way, but because we were targeting
low end mobile devices, the tech needed for this look --especially the post processing effects required
such as bloom, were determined to be off the table through performance tests. Sniff.


back to top