Chronomancers is a cooperative boss rush game, in which four misfit minions must defeat powerful creatures to unlock the power of the chronomancer. The game was under development at Digipen Institute of Technology from Summer 2014 to Spring 2015.
With this project, I came on as the first artist on the team. While the game was well defined mechanically, it's aesthetic direction was still open, and I was able to develop the visual style based largely on my own decisions. My first task was to define the art bible for the project, establishing do-and-don'ts, color palettes, and rules of construction for the assets to come.
The player character was a proof of concept, the first asset developed under the rules I had established. From there, I went on to develop the first boss, and then environment, vfx, and UI elements for our first level. From there, I developed the second boss character, and have delegated some of the environment work to an artist who joined in the winter. We were also able to tag-team animations, creating a series for each of our three existing characters.
Camera Obscura is a 2D puzzle platformer released on Steam. Set in an ancient, abandoned tower, the player must navigate to the top using her phantom camera.
For this project, I was brought on to create the parallax backgrounds. This gave me the opportunity to develop the levels out as characters, and to give more definition to the world and the feeling of each region. I worked closely with the designer and writer to establish the nature and purpose of each region.