Character Illustrations and Promotional artwork can be a rarity in any game studio, so I like just go all out on these projects. Some of them might be as simple as the characters standing still surrounded by an enchanting background to serve as an introduction to the players and user base, or some could be mid-action scene with magic and fire spinning all around them. No matter character in focus, or the intended purposes for the piece, my first goal is to create something that catches both the user's attention and imagination.
When designing characters, I have no preference in style - I can easily adapt to any existing project and feel right at home.
Before I start any design, I love to get in the mindset of the character. His or her motivations, their goals, their worst fears.I try to imagine how they carry themselves in conversation - are they reserved and flighty? or are they extroverted and loud? Or would they just try to bite you in the jugular because they're mass-murdering vampires trying to take over the world one artery at a time.
I can talk an earful about mood, colors, themes, silhouettes, and endless thumb nailing, but at the end of the day it's really about the immediate connection the user has with the character, and how that emotion affects the world the player is immersed in. That is my motivation.
Marvel Mighty Heroes
Marketing illustrations for DeNA's Marvel Mighty Heroes
While working on nway's Chronoblade series, I was fortunate enough to be part of a team that created thousands of individual armor pieces, which were a part of hundreds of complete armor sets. Because of the deep and rich story line that consisted of different worlds and realities, we really had no limits on what types of unique armor sets we could create.
However, each armor set had a unique theme - whether it be An mighty Asgard warrior, or a nimble wood witch, we tried to give our players incentive to try and grind through the levels and dungeons in hopes to obtain a complete armor set that not only boosted their stats, but something they could be proud of and show off to other players.
Marketing & User Interface designs
At any start up there isn't really any chance for downtime, and when there isn't any characters or environments needed to be designed, I try and help with all the art needs of the team.
I find working with the UI/UX, marketing, and web teams are just as rewarding and fun as painting the fantasy illustrations I'm normally working on. There really isn't any difference in the way I approach painting borders and drop down menus, and I believe icons and buttons have just as much right in quality treatment in texture and lighting as any art piece I would be assigned to.
Most of my personal work are paintings, sketches, or studies that I like to keep loose during my after work downtime.