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Dropzone

(Sparkypants Studios)As one of the Art Directors on Dropzone, I was responsible for defining the visual design of the mechs, ensuring their modular armor and class distinctions were both visually striking and functionally cohesive. It was essential that each mech type had a distinct silhouette and that weapons, armor, engines, and other upgrades were instantly recognizable to players. Additionally, I oversaw the design of all in-game pilots, ensuring that each felt unique and interesting.

During production, I managed a significant portion of the outsourcing pipeline, coordinating with artists across the globe to develop concept art, 3D models, and 2D assets. Collaborating with so many talented artists required us to create an efficient pipeline for feedback, iteration and integration of final assets.

Dropzone pilots. For this image I worked with outsourced artists to complete the various pilot images. I then composed them into a final shot as promo art for the game.

Dropzone pilots. For this image I worked with outsourced artists to complete the various pilot images. I then composed them into a final shot as promo art for the game.

Just a few of the dozens of armor and weapon concepts created for the game by artists from all around the world.

Just a few of the dozens of armor and weapon concepts created for the game by artists from all around the world.

We had to create hundreds of pieces of gear for Dropzone. This required outsourcing of 2D and 3D assts. This is one of many sheets I put together to explain to contractors what they were doing and how their work would fit into the final game.

We had to create hundreds of pieces of gear for Dropzone. This required outsourcing of 2D and 3D assts. This is one of many sheets I put together to explain to contractors what they were doing and how their work would fit into the final game.

This is another sketch I did of a sensor array. I wanted each "head" to feel very different from the next in materials and silhouette.

This is another sketch I did of a sensor array. I wanted each "head" to feel very different from the next in materials and silhouette.

Here are concepts of the pilots done by contractors from all around the world. It was really rewarding to work with all of them on the project.

Here are concepts of the pilots done by contractors from all around the world. It was really rewarding to work with all of them on the project.

I did some concepts of sensor "heads" for each of the mech types with the idea that they would be paired with a different pilot types.

I did some concepts of sensor "heads" for each of the mech types with the idea that they would be paired with a different pilot types.

This is a sketch I did of a support type sensor.

This is a sketch I did of a support type sensor.

This is a sketch I did of the barge that would ferry the mechs from different locations. I mocked this up in 3D to get a general working shape.

This is a sketch I did of the barge that would ferry the mechs from different locations. I mocked this up in 3D to get a general working shape.

This was an exploration of animal type "heads" for the mechs.

This was an exploration of animal type "heads" for the mechs.

I made this image to demonstrate the idea of the mech chassis. There would be an underlying frame that would support the armor, weapons, sensors and engines.

I made this image to demonstrate the idea of the mech chassis. There would be an underlying frame that would support the armor, weapons, sensors and engines.

I mocked up this pilot art over our existing mech garage UI to prove out the idea of displaying our pilots as 2D art animated in After Effects by our team.

I mocked up this pilot art over our existing mech garage UI to prove out the idea of displaying our pilots as 2D art animated in After Effects by our team.

The mech garage where armor, weapons and other mods could be made. This is the combined work of the entire team.

The mech garage where armor, weapons and other mods could be made. This is the combined work of the entire team.

An in-game screenshot showing environments, mechs and effects all created by the combined efforts of the team.

An in-game screenshot showing environments, mechs and effects all created by the combined efforts of the team.

An in-game screenshot showing more of the mechanical zones of the environment.

An in-game screenshot showing more of the mechanical zones of the environment.

A mech skin accompanied by matching mech armor. The design concepts and 3D artwork for this, along with many other visual enhancements, were outsourced.

A mech skin accompanied by matching mech armor. The design concepts and 3D artwork for this, along with many other visual enhancements, were outsourced.

Some mech destruction!

Some mech destruction!

Gameforge made costumes of some of our pilots and had models wearing them at the games show in Germany.

Gameforge made costumes of some of our pilots and had models wearing them at the games show in Germany.