Thursday, March 19, 2009

One of the few environmental illustrations I've done, this is the House of Grandma Ruth. Grandma Ruth is the first character players will meet after they exit the vortex. She is a sweet and small old lady, but don't be fooled by her looks. She helps Obi understand the world and his newly found gift of Controlling Monsters bodies.
Talon is the antagonist of From the Heavens, and is also the General to one of the Provinces. Throughout the game Talon sends his men after Obi trying to capture him to study and test. Talon is a ruthless warrior but is rarely ever heard talking to anyone.
Scarab is another electronic illustration i did specifically for From the Heavens. He is a Nature type Monster and uses a lot of growth and plant attacks. He was originally supposed to have hieroglyphic engravings all over his body, but i thought that the level detail may clash with the other Monsters.
Batteram was one of the first Monsters I designed specifically for the From the Heavens design. He is also the first illustration i did entirely on the computer. Batteram is a Mountain type Monster and specializes in rock and ice attacks. His spin is made of stone plates that he can lock together in a straight line to make him a pulverizing machine.
This is a quick concept I did for the world that From the Heavens would take place in. It is one continent composed of three different provinces. Each province is ruled by an Emperor and has different enviromental surroundings. I also wanted a landscape that could fit easily into a linear story line, but still provide areas for players to backtrack, thus the circle shape of the continent.
Boriphantu is another Monster that I painted before I created From the Heavens. His overall structure is a combination of a bear, a gorilla, an elephant, and a Cockatoo. Boriphantu is a larger monster and typically move pretty slow.
Pumpkin Head is one of the first monsters I illustrated for From the Heavens. I actually created him before From the Heavens was created. Pumpkin Head is a weaker Dark type Monster who is always dazed and is terrified of the dark. Because he gets scarred easily he carries with him a lantern that he uses not only for light but as a weapon as well. I also modeled and textured Pumpkin Head in 3D. He was modeled in Autodesk 3ds Max, sculpted in Z-brush and textured in photoshop.
From the Heavens is a game that I recently designed targeted towards a younger audience. The premise of the game is that Obi, the main character, is a young spirit in the spirit realm still adjusting to the spirit life style. On his way to a spirit convention he stumbles upon a strange vortex that sends him flying into another world. The world Obi land sin is full of monsters, corruption, and evil. Fortunately enough for Obi he soon finds out that he can inhabit the bodies of the Monsters and control them.
One of the best parts I like about games is being able to customize and create your own character. So when I designed Fresh Powder it was one of the first things I integrated into the design. Things players will be able to change with their character is their name, body, head, gear, and riding style. The players will be able to name their characters anything they want. In the body section players can choose if they want to be male or female, tall or short, large or thin. The Head option is where the all of the characters facial features can be manipulated. Gear is the option where players will basically dress their characters for the cold snow covered mountains. The last option is riding style, here players will choose to be a snowboarder or a skier. They will also choose what areas of their style they want to specialize in.
This a Interface design for the Trail Map for Fresh Powder. Each different resort would have their own map, with all the playable trails visible. Players will only have access to a limited number of trails when they first visit a resort. As the player advances in Career mode trails will start to open up and hold new challenges for the player. This interface is part of the pause menu and will also let the player see their score, stats and move in between trails.
Another Fresh Powder Concept, this is a rough idea of what the world map interface would look like. This screen would allow players to jump between different resorts, and allow them to see information on that mountain as well.
This is a concept for the main menu of Fresh Powder. Players will be able to select options such as free ride, career mode, settings and extra. The free ride option is basically like a play now feature that gives up to four players instant access to slopes. Career mode on the other hand will allow players to customize their character and build their stats as they win tournaments and achieve goals. Settings is an area where players can tweak the look and feel of the game as they see fit. Extra is a bonus section that will start to fill up with more goodies as players unlock things in career mode. The Ski resort creator is one of the main features of the extra option.

Fresh Powder Cover

Fresh Powder is one of the first games that I ever designed. Basically the premise of the game is that the player is an up and coming skier or snowboarder trying to be the best. The major feature of this game that makes it different is that the game levels will be designed exactly like actual ski resorts. Players will be able to walk around the lodge, view the trail map, and ride on the slopes.