As one of two Game Leads and the Art Department Lead, a lot of my time was focused on making concrete decisions on aesthetic direction as well as gameplay design. Fine-tuning color palettes, particle spread, making playlists of game soundtrack and song examples to provide inspiration for the sound team, and et cetera were a part of my duties.
Below are some parts of the project I had a large hand in assisting with:
I worked closely with Megan Penland, my fellow Game Lead, to create the slide presentation below for the Game Design & Art Collaboration's (GDA) yearly Pitch Day. We wanted to create a clear and enticing vision that people would vote for, and I drew early iterations of the gameplay section to help bring the message to life.
These were the assets I created as the frame for the gameplay section. I got inspiration from our cutscene assets, as well as other popular games that use tetronimoes. Working with the UI/UX designers helped me ensure everything had its place and we were able to import it easily.
Having style guides ensured all the artists working on the project were able to create assets aesthetically coherent. I worked together with the artists credited below to create lists of important features, including the use of textured pens, proportion differences depending on character importance, and filter blurring usage on the backgrounds.
Created by: Emily Tse
Created by: Annie Zhang
Created by: Chiara Villanueva