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Leapday

I worked on Leap Day right from the start. We were working in partnership with Spryfox with Dan Cook leading the design and making all the UI. I was the only artist on the project so this required a ton of brainstorming, sketching, and 3d modeling. From the start this game was fun but once we had the trains going and the snow melting, everything started to mesh and the world really came alive. All the art was pre-rendered as sprites so I was able to do a lot with the renderer to get that toy like feel.

Leap Day in action.

See all the different buildings, roads, tracks and characters I made.

See all the different buildings, roads, tracks and characters I made.

Some of the early ideas of toys, blocks and simple shapes that influenced the look of the game.

Some of the early ideas of toys, blocks and simple shapes that influenced the look of the game.

A pass at everything looking like the wooden blocks little children play with. Very simple shapes and colors.

A pass at everything looking like the wooden blocks little children play with. Very simple shapes and colors.

An alternate theme was "stealing the resources of a planet". This was a much grittier, darker, dirtier, mechanical look.

An alternate theme was "stealing the resources of a planet". This was a much grittier, darker, dirtier, mechanical look.

Some concepts of the hoppers as more resource devouring machines.

Some concepts of the hoppers as more resource devouring machines.

Another alternate style. This was a more fun robotic style. I took influences from 50s era tin toys and design.

Another alternate style. This was a more fun robotic style. I took influences from 50s era tin toys and design.