Armor Games Studios is a full service indie publisher that also produces their own titles in-house. I’ve worked with them on a number of different things.
Crush the Castle: Siege Master is a mobile 3d refresh of a classic 2d franchise. Helping out during pre-production. I developed an art style that leaned away from “real life castle” and instead felt more like chunky blocks. The intention was to heighten the joy-of-playing-with-toys nature of the gameplay while also creating something that’d be ultra readable on small mobile screens. I provided mockups, initial assets, and an art bible, which was then handed off to the development team in Ukraine. They took those ideas and ran with them, developing them into an elevated version of what I suggested.
I’ve also assisted Armor with the visual odds and ends of game publishing. I’ve helped them punch up titles, created trailers, created key art, provided extra production muscle, and been a feedback-giving consultant as well. I had two amazing in-house contractors that helped me with a lot of this kind of work for a time; Devin Harrington and Mike Goodwin. Their involvement is noted in the image descriptions.
Videos
Images
A mockup I created for Crush the Castle: Siege Master.
A variation of the previous mockup, I was exploring another option for lighting.
An in-engine test case of the art style for Crush the Castle: Siege Master.
Shots of the art bible I created for the development team of Crush the Castle: Siege Master.
Visual development work I did for Love is Dead. The shot in the upper left is how the game looked when Armor approached me. Bottom left is the analysis and suggestion doc I prepared. Right is the mockup I created to illustrate these suggestions.
A boss I was tasked with painting and animating for Jet Lancer.
Key art and logo from The Spirit and the Mouse. I art directed Devin Harrington on this work and acted as the point person for Armor.
The logo development process for The Spirit and the Mouse. Devin Harrington was the lead designer on this project, with me art directing and acting as the point person for Armor.
Key art from Bilkin's Folly, a delightful adventure game published by Armor. I art directed Mike Goodwin on this work and acted as the point person for Armor.
Logo development from Bilkin's Folly. I art directed Mike Goodwin on this work and acted as the point person for Armor.
Logo development from Nauticrawl, a title published by Armor.
Key art and logo from Crush the Castle Legacy Edition. Devin Harrington and I worked on this together, with me acting as the point person for Armor.