App Description: Swampy the Alligator lives in the sewers under the city. He’s a little different from the other alligators – he’s curious, friendly, and loves taking a nice long shower after a hard day at work. But there’s trouble with the pipes and Swampy needs your help getting water to his shower!
Help Swampy by guiding water to his broken shower. Each level is a challenging physics-based puzzle with amazing life-like mechanics. Cut through dirt to guide fresh water, dirty water, toxic water, steam, and ooze through increasingly challenging scenarios! Every drop counts!
We developed a number of concepts for the game before it became a story about helping an alligator shower.
Once we had the idea of an alligator who needed water for a shower, I worked on concepts for what his world could look like. Sewers, alligators and dirt are really unappealing things. The challenge was to represent this world in a playful way, I started by designing the dirt like it was cookie dough or layers of cake. (right)
Mechanic Concepts (Dirty Water - left , Algae-right )
Once we had a general visual direction, I focused on what the various mechanics could look like. When designing for mobile platforms I restrict myself to the screen dimensions of common phones. This forces me to think about the readability of each design.
Swampy's Design Evolution
The design of Swampy was truly a team effort, about 4 artists contributed designs. One of our Art Directors, Joe Vance, kicked the process off with his exploration. Mike Kunkel ultimately produced the design we all rallied behind. It was my task to finalize his design and synch it with the gameplay look and feel. I created his color scheme and refined the design to give him more of a soft appealing cuteness to match his naive personality.
Swampy's Rubber Ducky.
A common mobile game troupe is the collection of "stars" that denote your degrees of success for each level. We wanted our world to feel more cohesive so we decided to theme are "stars" as shower items, settling on just rubber ducks. This gave us an opportunity to create a pet/companion for Swampy in the larger narrative as well. I designed the duck and as the player progresses through the game they get to see him dressed up in various outfits. The duck designed was also riffed on for the "Cranky" duck ( who likes dirty water) and the "Steam" duck ( who is filled with steam).
Swampy's story was told through illustrations that preceded each level. Their format was long and the game camera would pan over them. They had to be designed to have areas of focus that would read in the portrait orientation of a phone.
Swampy leads the alligator gang on many "human-like" adventures.
The process for creating a story moment would begin with a team brainstorm. Then the talented layout and storyboard artist Shane Zalvin would illustrate the scene.
Once the composition was finished I would digitally ink all the line work. I would separate the background and foreground onto different layers.
Once the inks were in place we would add color and texture to the image. With a busy image like this I would give the background a slight blur to make sure the characters stood out better.
I developed this process and painted most of the original story moments. I then taught the process to artists as they joined the team so they could carry on this work.
I designed the visual style of the game and most of the first round assets.
My work on the game also included designing the final logo and various promo images for the game. Like the one above.
Where's My Perry
App Description: Agent P is trapped in the tubes! Power-up the hydro-generators to help our fedora-wearing spy get back to the business of saving the world!
Join Agent P in the next addicting physics-based puzzler from the creators of Where’s My Water?
Help Agent P get to headquarters for mission briefing by guiding water or steam to power his secret transportation tubes! Transform water in cool forms like ice, steam and solids to solve all sorts of mind-bending puzzles! Every drop counts when it’s SPY TIME!
Concept for how to Theme the "Where's My Water?" mechanics using the art style from "Phineas and Ferb"
The Misadventures of P.B. Winterbottom
Role:Concept Artist, Illustrator
Game Description: Enter a macabre and comical silent world filled with mischief, time travel and delicious pie.
Having been cursed by an evil mysterious and sentient pie, P.B. Winterbottom has the ability to manipulate time and replicate himself into multiple clones. Help him in an attempt to gather pies across time and space!
The player may record an action and a clone will repeat that action, serving as a platform, pie-fetcher, or other puzzle-solving device.
Poster Art for the first level pack. Accepted into the 2010 "Into the Pixel" Art show
Each Pack of levels featured a new poster highlighting the new mechanics or location introduced(depending on which made a stronger image. The above image was for a bonus level where the goal was to grab as many pies as possible.
The above poster was for a series of levels that took place in the sewers of Winterbottom's city. The inspiration behind their designs were vintage cabaret posters, Russian Avant-garde film posters, Saul Bass.
The game began as a college project spearheaded by the co founders of the studio "The Odd Gentlemen". My first job on the game was to redesign the main character so he had a more polished look for a premium game.
I designed a number of other characters for the game. They didn't make it into the final levels, but they were used in the illustrated story moments between levels.
The story of P.B. Winterbottom was told between levels with these illustrations. A clever poem was superimposed of these drawings that described winterbottoms exploits. When all was said and done I produced over 60 of these drawings.
The mischievous pie thief will stop at nothing in the pursuit of pie.
P.B. messes with the the wrong pie, who curses him to be unstuck in time.
City 2D/3D concepts
Working with the 3D team I developed the process we would use to create the backgrounds in the game. We would model out various buildings, then instead of texturing them we would bring them into photoshop and paint texture and lighting. This allowed us to get the German Expressionist look we were going for.
Hop, stack, and match veggies through 65 head-scratching levels!
Play as Ben the Rabbit on living puzzles, where veggies grow back as you match them. Challenge yourself to create recipes, match stacks and get all the veggies! Jump, spring and dive your way through puzzles. Avoid Max the guard dog in fast-paced chase levels!
The original prototype's use of primitive shapes inspired the cube style art direction of the game.
Early look and feel exploration for the cube aesthetic of the world.
Cube texture and style explorations.
Ben the Rabbit
Max the guard dog
Gameplay Screen Concept
We went through many rounds of concepts for what the game board could look like. This concept felt like it had the right blend of readability of the veggies as well as showing off the style of the world.