Spirit Lords
Game Engine: Unity
Platforms: iOS, Android
Role: Art Director

Spirit Lords is a multiplayer RPG for mobile platforms. From the beginning we set out to create a stylized game that was accessible and appealing to a broad market. Many of our design decisions were influenced by the mobile platform which led us to create forms, silhouettes and shape language that is easy to read on a small format screen.  My focus was in art direction of environment game assets from concept to final production art. I created VisDev art as well as production assets and created much of the base geometry of the Forest, Windholme Town, Forest Ruins and Overworld levels for the game which included modeling, texturing, layout and lighting.  Additionally, in collaboration with tools and rendering engineers I helped establish much of the game level art pipeline which included workflow, art tool specs, metrics and game optimizations.
Illustration by Den Yang
Windholme Town - Town Models and Texture, Art Direction. Character AD by Michael Dashow with 3D by Jay Doherty and Outsourcing
Windholme Town - Art Direction, 3D, Lighting, Layout
Town Concept - Art Direction. Concept by Dave McNeal
Gnoll Architecture Concept - Art Direction. Concept by Dave McNeal
Overworld - Art Direction, 3D, Lighting, Layout. Additional Props by Danny Pierce
Forest Level - Art Direction, 3D, Lighting, Layout
Necrum Catacombs - Art Direction. 3D Env by Paul Nelson
Forest Ruins - Lvl Art Direction, Env 3D, Layout, Lighting
Badlands Level - Art Direction, Layout, Lighting. 3D by Paul Nelson
Badlands Architecture - Art Direction. Concept by Cullen Brown
Alpine Level - Art Direction. 3D by Pete Hanshaw
Forest Ruins  - Art Direction, 3D,  Lighting, Layout
Necrum Catacombs - Art Direction. 3D by Paul Nelson
Ice Cave - Art Direction. 3D by Pete Hanshaw
© 2016