Crime City 2
A sequel to Funzio's successful mobile game: Crime City. This effort involved an update in graphics from the original 2D aesthetic into something that utilizes 3D environments and higher fidelity characters. I was the Lead Artist tasked with figuring out the aesthetic, tasking the team, and figuring out the 2D to 3D pipeline. The painting below is something I created to help set the tone of a game centered around gritty crime and colorful characters.
A sequel to Funzio's successful mobile game: Crime City. This effort involved an update in graphics from the original 2D aesthetic into something that utilizes 3D environments and higher fidelity characters. I was the Lead Artist tasked with figuring out the aesthetic, tasking the team, and figuring out the 2D to 3D pipeline. The painting below is something I created to help set the tone of a game centered around gritty crime and colorful characters.
City Concept
This was the first 3D game created at Funzio/Gree and we needed to find an approach that is modular, lightweight, and aesthetically pleasing.
The examples below are mocks I painted over rough geometry and early texture style explorations. Once established, I worked closely with a team of talented 3D artists and 2D artists to build out the rest of the neighborhoods.
This was the first 3D game created at Funzio/Gree and we needed to find an approach that is modular, lightweight, and aesthetically pleasing.
The examples below are mocks I painted over rough geometry and early texture style explorations. Once established, I worked closely with a team of talented 3D artists and 2D artists to build out the rest of the neighborhoods.
Layout and Production
With the aesthetic and technical limitations were resolved I started layout using the assets created by the 3D team. Each neighborhood had its own distinct gang and personality, we tried to have those traits reflected in the building design.
Artist Credits: 3D modeling and texturing by Allier Zelaya, Jasmine Sarmiento, Eric Chyn, Eric Maki
With the aesthetic and technical limitations were resolved I started layout using the assets created by the 3D team. Each neighborhood had its own distinct gang and personality, we tried to have those traits reflected in the building design.
Artist Credits: 3D modeling and texturing by Allier Zelaya, Jasmine Sarmiento, Eric Chyn, Eric Maki
Characters and Battle Screen
I led the team through myriad of character styles: comic, graphic, and gritty. We wanted the characters to stand out by injecting some "Street Fighter Showmanship" into the way they wage gang warfare. Below you can see some examples of my explorations with the Biker Boss and layout.
Artist Credits: Background - Kenrick Leung, UI - Jeremy Forson, Characters - Andrew Mary and Lake Hurwitz
I led the team through myriad of character styles: comic, graphic, and gritty. We wanted the characters to stand out by injecting some "Street Fighter Showmanship" into the way they wage gang warfare. Below you can see some examples of my explorations with the Biker Boss and layout.
Artist Credits: Background - Kenrick Leung, UI - Jeremy Forson, Characters - Andrew Mary and Lake Hurwitz