Just a collection of some of my client work as well as personal work. Thanks so much for visiting!
A collection of my work done for SMITE UI at Hi Rez Studios.
We (the 2d UI art team) were given the task of redesigning the HUD theme for each of our esports teams. The main HUD is what the players consistently interact with whilst playing SMITE. This is a sampling of some of the asset I created for this event. Since we have a lot of teams, I sketched a base feel/theme and then we rendered out all of the assets for PC and console in one base color. Then, using a variety of different adjustment layers, I was able to change the colors of each HUD asset to specifically match the esports team logos!
For our 2018 Odyssey campaign, we (the 2d UI art team) were tasked with redesigning the HUD to fit the fire/ice elemental split skin for a god in game, Ullr. These assets are some of my contributions to the campaign as well as demonstrating the interface as the user plays SMITE.
These are the loading frames I have created so far for users to choose in SMITE. Loading frames are shown while the player and their teammates are being loaded into a map. They have on/off states, and all of these have different animations as well to show the change in state. For example, the two at the bottom are actually the same frame. The player starts out with the ice frame, and once they are loaded into the game, a fire animation comes up from the bottom and it fully transforms into a lava frame!
These are the sketches I created prior to choosing the main design. I was trying to capture the idea of the structure in mid transformation.
Sometimes when our loading frames have to animate, we need to make multiple frames of animation in Photoshop and create gifs to show the programmers how to make our frames function the way we envision. This is the loading icon that appears on the bottom of the Egyptian loading frame once the player is loaded into the game. I wanted to make a glitchy/glyph type holographic symbol and it uses only 7 frames of animation.
For this event, I was tasked with creating frames based on the different areas in our trials of Hercules event. Each frame was themed completely different but had to fit within the same dimensions.
Created for the 2017 Summer of SMITE event, to be used for the header of the website (marketing) to help promote the event as well as a loading screen for users in game.
Closeup/Detail capture of illustration
Preliminary sketches done to decide the overall layout of the illustration. We ended up going with B!
For this assignment I was tasked with creating a very simple yet effective ordering site for TRICK3D's project "Floorplan Revolution", a system in which you can order a 3D 360 degree full mockup of any floorpan and have it fully furnished as well. The product had multiple add on options as well, including wall color changes, night/day shifts, and even furniture style options that were custom designed by a professional interior designer.
The focus was on making the process of ordering very simple, so I made the ordering page a single scroll page. To not overwhelm the user with information, I kept the standard options to collapsible menus, but made sure to still display the "add on" options fully (as highlighted button states). This allows the user to see every additional option, therefore increasing the chances they will choose one instead of potentially skipping over them.
A general page for the variety of VR work that TRICK3D has done
I had the opportunity whilst at TRICK3D to design a Google Cardboard and Samsung Gear VR decals for Delta. I also laid out the text, amenities (like beverages), and small animations within the 360 environment seen within the headset.
The purpose of the project was to show potential Delta customers the experience and features of different cabins in their newest planes. For this I wanted to stay within Delta's branding guidelines and create a clean design.
The initial concept of the game was to create a virtual filigree puzzle box that you would have to first unlock, and then use as a controller once you were inside to control the movement of the walls. The inside would be mostly dark, with the light of the ball that you were moving around the maze would be the only source of light. To “get out” of the box, the player would rotate the box controller in their hand in order to move the walls in the space around them. As you got closer to the end of the puzzle, the light would brighten.
It was my task to design the box itself, as well as the design of the inside. The box has three differently designed sides, which each one being mirrored on the opposite end of the box.
At a certain point in the game there would be cutscenes where you would actually get to see the character you were playing as (because VR is in first person). Initially we were toying with the idea of going with an actual person, and then after iterations decided to lean in a more ‘faceless’ direction. The aim was to go mystical/tribal and while the third design was my personal favorite, we ended up going with the first one of the second pass. We were heavily inspired by the character designs of the game Journey and the show Avatar the Last Airbender for the final look.
These are works I have done in my free time for fun!
I wanted to do a simple "casual" designed outfit for my original character. Her story is based in the future but still on this Earth, so I didn't want to design something out of the realm of possibility and wearability. Once finished connecting a design I did a full portrait to test some lighting techniques.
I love her design so much! Just some relaxing fun, this one was sent to the SMITE art show on Twitch. Even though it isn't the center point of this piece, one of my favorite parts is actually the clouds. This was one of the few times I painted the clouds from scratch, using plenty of reference images. A cloud brush just wasn't enough to get the look I wanted. I think they really warm the whole picture up!
Completed in Photoshop CS5 with a Wacom Intuos 5 tablet.
Just concepts for some basic armor shapes for different classes on one cohesive team. I wanted them to all have their own individuality, and be able to feel like different classes.
Completed in Photoshop CC 2014 with a Wacom Intuos 5 tablet.
This piece was created for a contest by Square Enix to promote the release of the newest addition to the Final Fantasy XIII series. The objective was to draw their title character Lightning in your own style and a customized outfit in a banner format. Out of over 4,000 entries, this piece was placed as a semi-finalist in the top 50. While I didn't win first place, I was able to send my work to Tetsuya Nomura for review which was an awesome opportunity.
Completed in Photoshop CS5 with a Wacom Intuos 5 tablet.
Testing a more Disney-like style.
This is Luna, and she is pretty much my favorite original character. Her fighting class is composed of more than one type, requiring her to have some armor for her lance abilities, but also requiring not too much armor for increased mobility. The universe is mainly sci-fi oriented with small fantasy elements. This is the lineart, basic color, and the final work.
Completed in Photoshop CS5 with a Wacom Intuos 5 tablet.
Another SMITE fanart piece! I really wanted to test out some different saturated colors and go for a more painterly look.
Completed in Photoshop CS5 with a Wacom Intuos 5 tablet
I wasn't sure what to call this one! I really wanted to paint some sort of creature with glowing energy inside it. With that being my only constraint, this was the end result. Many of my friends joke that he's part dragon, part golem, part pokemon, and part stegosaurus.
Completed in Photoshop CS5 with a Wacom Intuos 5 tablet.
This one was designed for a good friend. His requirements: make a humanoid fox. I wanted her to have a pretty simple tribal outfit. Why the giant sword? Well.....why not have a giant sword? Tried out two different styles, one more suited to animation.
Completed in Photoshop CS5 with a Wacom Intuos 5 tablet.
Wanted to go SUPER bright with the colors. This is just a fun stylized humanoid version of the mythical chimera.
Completed in Photoshop CS5 with a Wacom Intuos 5 tablet.
This is one of my original characters. Originally, she was painted with blonde hair, but I felt that the blue offered a better contrast to the pink of her outfit and in her skin tone.
Completed in Photoshop CS5 with a Wacom Intuos 5 tablet.
Another "skin" design for this original character.
Completed in Photoshop CC 2014 with a Wacom Intuos 5 tablet.
This is pre viz concept work for Delta Air Lines. Here I worked on previsualization for talent placement, color, and lighting. These images were used for reference for the final Delta photography shoots.
Completed in Photoshop CC 2014 with a Wacom Intuos 5 tablet.
This was work I concepted for AT&T's connected life and car booth for a trade show. The city and crate concepts were used to guide the 3D team for the final look, which were ultimately used as large projections in the booth. The mural was to be used in a seamless halo. Many of the orange curved lines were re-done with motion graphics for the final delivery.
Completed in Photoshop CC 2014 with a Wacom Intuos 5 tablet.
For this project I concepted the direction for object placement, lighting, and color for the main environments in the final commercial.
Completed in Photoshop CC 2014 with a Wacom Intuos 5 tablet.
This was drawn as promotional work for a collaboration with Ford and Escape the Room. For this project I functioned as art director. I did paint and drawing for the cover, drew all artwork and arranged all panels (once given a very simple script) and edited colors done by another member of my team.