Title . . . . . . . . . . . . . . . . Wonderlings
Project Type . . . . . . . . . . Dragon Breeding Game
Job Function . . . . . . . . . . Senior Game Artist
Company / Client. . . . . . . Developed by Wooga
Made with. . . . . . . . . . . . Blender, Photoshop, Unity
Between may 2016 and May 2017 I worked on a dragon breeding game, which got cancelled during production. i worked on various concepts, the adventure map and outsourcer feedback.
01. Farm - concept.
02. Farm - concept.
03. Farm - concept.
04. Character concept - Crowsnestling.
05. Character concept - Crowsnestling.
06. Character concept - Ticktockling.
07. Adventure map - Vulcanic region.
08. Adventure map - Meadow region.
09. Adventure map - Vulcanic region.
10. Adventure map - Ice region.
11. Adventure map - Quest Icons.
12. Adventure map - Quest Icons.
13. Adventure map - Map Markers.
Thank you for looking.
Victor van Schagen
GAME ART - VISUAL DESIGN
Monday, March 12, 2018
Thursday, July 21, 2016
Resource Icons for City Building game
Title . . . . . . . . . . . . . . . . Untitled
Project Type . . . . . . . . . . City Builder / Android mobile
Job Function . . . . . . . . . . Senior Game Artist
Company / Client. . . . . . . Developed by Wooga
Made with. . . . . . . . . . . . Blender, Photoshop
This is a selection of resource icons I made for a city builder / trading game that got cancelled.
01. Paper, Gems, Pottery, Steel.
02. Meat, Planks, Crossbows, Brass.
03. Charcoal, Manuscripts, Chisels, Copper.
04. Pitch, Oars, Water, Stone.
Thank you for looking.
Project Type . . . . . . . . . . City Builder / Android mobile
Job Function . . . . . . . . . . Senior Game Artist
Company / Client. . . . . . . Developed by Wooga
Made with. . . . . . . . . . . . Blender, Photoshop
This is a selection of resource icons I made for a city builder / trading game that got cancelled.
01. Paper, Gems, Pottery, Steel.
02. Meat, Planks, Crossbows, Brass.
03. Charcoal, Manuscripts, Chisels, Copper.
04. Pitch, Oars, Water, Stone.
Thank you for looking.
Tuesday, October 13, 2015
Max Ammo: Odds and Ends
Title . . . . . . . . . . . . . . . . Max Ammo
Project Type . . . . . . . . . . Action Shooter / Android mobile
Job Function . . . . . . . . . . Senior Game Artist / Lead Level Artist
Company / Client. . . . . . . Developed by Wooga
Made with. . . . . . . . . . . . Blender, Photoshop, Unity
To conclude the showcase of work I have made for Max Ammo, here is some concept work and art I've done outside of my main role as environmental artist.
01. Concepts for Loot Crates.
02. Island Map for Area 5.
03. Concept for the Perk Fusion screen.
04. Concept for the Perk Install screen.
Thank you for looking.
Project Type . . . . . . . . . . Action Shooter / Android mobile
Job Function . . . . . . . . . . Senior Game Artist / Lead Level Artist
Company / Client. . . . . . . Developed by Wooga
Made with. . . . . . . . . . . . Blender, Photoshop, Unity
To conclude the showcase of work I have made for Max Ammo, here is some concept work and art I've done outside of my main role as environmental artist.
01. Concepts for Loot Crates.
02. Island Map for Area 5.
03. Concept for the Perk Fusion screen.
04. Concept for the Perk Install screen.
Thank you for looking.
Wednesday, October 7, 2015
Max Ammo: Visual Design - Concepts
Title . . . . . . . . . . . . . . . . Max Ammo
Project Type . . . . . . . . . . Action Shooter / Android mobile
Job Function . . . . . . . . . . Senior Game Artist / Lead Level Artist
Company / Client. . . . . . . Developed by Wooga
Made with. . . . . . . . . . . . Blender, Photoshop, Unity
Before models were created, it was necessary to create a large number of quick concepts for level elements, such as walls and columns. Also decorative pieces used to populate the levels were first quickly sketched out.
Besides objects, I sometimes made a fast lighting test to see what would be a suitable lighting scheme for a level.
This is a selection of the sketches I've made for this project.
01. Incubator elements, Covers and mixed parts.
02. Mixed sketches.
03. Biodome decorative elements.
04. Biodome decorative elements.
05. Plant designs.
06. Plant designs.
07. Various elements for the 'Bionic' enemy faction.
08. Alien Invasion - mixed pieces.
09. Alien Invasion - vehicles.
10.Alien Environment lighting tests.
Thank you for looking.
Project Type . . . . . . . . . . Action Shooter / Android mobile
Job Function . . . . . . . . . . Senior Game Artist / Lead Level Artist
Company / Client. . . . . . . Developed by Wooga
Made with. . . . . . . . . . . . Blender, Photoshop, Unity
Before models were created, it was necessary to create a large number of quick concepts for level elements, such as walls and columns. Also decorative pieces used to populate the levels were first quickly sketched out.
Besides objects, I sometimes made a fast lighting test to see what would be a suitable lighting scheme for a level.
This is a selection of the sketches I've made for this project.
01. Incubator elements, Covers and mixed parts.
02. Mixed sketches.
03. Biodome decorative elements.
04. Biodome decorative elements.
05. Plant designs.
06. Plant designs.
07. Various elements for the 'Bionic' enemy faction.
08. Alien Invasion - mixed pieces.
09. Alien Invasion - vehicles.
10.Alien Environment lighting tests.
Thank you for looking.
Tuesday, October 6, 2015
Game Jam - Refugees On Rails
Title . . . . . . . . . . . . . . . . Game Jam
Project Type . . . . . . . . . . Poster
Job Function . . . . . . . . . . Graphic Designer
Company / Client. . . . . . . Refugees On Rails
Made with. . . . . . . . . . . . Photoshop
I was asked to make a poster for a Game Jam which was organized for refugees by Refugees on Rails and hosted at the office of Wooga.
This is the English version of the poster, though I've prepared also versions with the text in Arabic, Farsi, Kurdish and Dari.
Thank you for looking.
Project Type . . . . . . . . . . Poster
Job Function . . . . . . . . . . Graphic Designer
Company / Client. . . . . . . Refugees On Rails
Made with. . . . . . . . . . . . Photoshop
I was asked to make a poster for a Game Jam which was organized for refugees by Refugees on Rails and hosted at the office of Wooga.
This is the English version of the poster, though I've prepared also versions with the text in Arabic, Farsi, Kurdish and Dari.
Thank you for looking.
Monday, October 5, 2015
Max Ammo: Visual Design - Levels
Title . . . . . . . . . . . . . . . . Max Ammo
Project Type . . . . . . . . . . Action Shooter / Android mobile
Job Function . . . . . . . . . . Senior Game Artist / Lead Level Artist
Company / Client. . . . . . . Developed by Wooga
Made with. . . . . . . . . . . . Blender, Photoshop, Unity
Between January 2014 and September 2015 I worked on Max Ammo, an action shooter developed on Unity for Android and mobile iOs devices.
Max Ammo was already in production when I joined the team. My main role was creating levels for the game. This included designing various environments, concepting, modeling and texturing level pieces and decorative pieces as well as building and lighting the final levels. Besides that I've also worked on small design tasks whenever needed.
As this game needed to run on mobile devices, there were several technical limitations. Lighting had to be baked, texture atlases needed to be limited and efficient and particle effects should be effective. Also the camera had a fixed angle, which posed challenges to the level design.
About the screenshots:
As creating the levels was a team effort, the following things were not created by me: Urban, 'Reptorian' and 'Bionic' covers, most urban textures and a majority of urban objects.
01. Alien Level with 'Reptorian' theme.
02. Alien Level with 'Reptorian' theme.
03. Alien Level with 'Reptorian' theme.
04. Urban Invasion Level.
05.Urban Invasion Level.
06. Alien Level with 'Bionic' theme.
07. Alien Level with 'Bionic' theme.
08. Urban theme.
09. Level with alien 'Droid' theme.
10. Alien Level with 'Reptorian' theme.
Thank you for looking.
Project Type . . . . . . . . . . Action Shooter / Android mobile
Job Function . . . . . . . . . . Senior Game Artist / Lead Level Artist
Company / Client. . . . . . . Developed by Wooga
Made with. . . . . . . . . . . . Blender, Photoshop, Unity
Between January 2014 and September 2015 I worked on Max Ammo, an action shooter developed on Unity for Android and mobile iOs devices.
Max Ammo was already in production when I joined the team. My main role was creating levels for the game. This included designing various environments, concepting, modeling and texturing level pieces and decorative pieces as well as building and lighting the final levels. Besides that I've also worked on small design tasks whenever needed.
As this game needed to run on mobile devices, there were several technical limitations. Lighting had to be baked, texture atlases needed to be limited and efficient and particle effects should be effective. Also the camera had a fixed angle, which posed challenges to the level design.
About the screenshots:
As creating the levels was a team effort, the following things were not created by me: Urban, 'Reptorian' and 'Bionic' covers, most urban textures and a majority of urban objects.
01. Alien Level with 'Reptorian' theme.
02. Alien Level with 'Reptorian' theme.
03. Alien Level with 'Reptorian' theme.
04. Urban Invasion Level.
05.Urban Invasion Level.
06. Alien Level with 'Bionic' theme.
07. Alien Level with 'Bionic' theme.
08. Urban theme.
09. Level with alien 'Droid' theme.
10. Alien Level with 'Reptorian' theme.
Thank you for looking.
Wednesday, December 11, 2013
Spy Dash!
Title . . . . . . . . . . . . . . . . Spy Dash!
Project Type . . . . . . . . . . Endless Runner / mobile iOS
Job Function . . . . . . . . . . Senior Game Artist
Company / Client. . . . . . . Developed by Wooga
Made with. . . . . . . . . . . . Blender, Photoshop, Unity
Between end of May and early December 2013 I worked on an endless runner game which has been released as Spy Dash! in Canada, Holland and 2 other countries.
Spy Dash! was already in production when I joined the team. During production I worked on the game in various roles. I made some vehicle and environment concepts, character concepts and character art and I created some 3D models. On a more technical side, I did the animations for the vehicles and power-up items and tested them in Unity. When needed I added particle effects using Unity's Shuriken particle system.
01.iTunes Screen
02.iTunes Screen
03. Preloading Screen. Early Version. (3D car models by other artist).
04. Preloading Screen. Final version.
05. Intro Comic.
06. Vehicle Concepts.
07. Vehicle Concepts.
08. Power-Ups. Concepts.
09. Collectables. Concepts.
10. Collectables. 3D models.
11. Character art style test.
Thank you for looking.
Project Type . . . . . . . . . . Endless Runner / mobile iOS
Job Function . . . . . . . . . . Senior Game Artist
Company / Client. . . . . . . Developed by Wooga
Made with. . . . . . . . . . . . Blender, Photoshop, Unity
Between end of May and early December 2013 I worked on an endless runner game which has been released as Spy Dash! in Canada, Holland and 2 other countries.
Spy Dash! was already in production when I joined the team. During production I worked on the game in various roles. I made some vehicle and environment concepts, character concepts and character art and I created some 3D models. On a more technical side, I did the animations for the vehicles and power-up items and tested them in Unity. When needed I added particle effects using Unity's Shuriken particle system.
01.iTunes Screen
02.iTunes Screen
03. Preloading Screen. Early Version. (3D car models by other artist).
04. Preloading Screen. Final version.
05. Intro Comic.
06. Vehicle Concepts.
07. Vehicle Concepts.
08. Power-Ups. Concepts.
09. Collectables. Concepts.
10. Collectables. 3D models.
11. Character art style test.
Thank you for looking.
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