As Art Director on this early-stage concept for Jam City, I led the visual development of a unique creature-collection RPG tailored for casual mobile audiences. A key challenge was finding the right art style—one that balanced charm, clarity, and scalability across a large roster of creatures. I worked closely with a team of artists and animators to prototype and iterate on a range of visual styles, ensuring alignment with gameplay, narrative, and technical goals. This artwork was developed in collaboration with design and narrative teams to drive pre-visualization and define the game’s creative direction.
These are examples from the first style-deck & mood board I created to align the art team on the project’s high-level visual direction. It features key art developed by our principal artist under my direction, alongside curated reference from popular media to define tone and stylistic benchmarks. This deck also served as a crucial tool in pitching the visual direction to stakeholders, helping to secure buy-in and generate early excitement across teams.
Target Vision: Retro-Futurism mixed with Pulp Sci-Fi, accented by whimsical shape design and bold colors.
This key art played a central role in defining the visual identity of the game. It emphasized our focus on exploring strange and exciting alien worlds, while also hinting at the specific peril at the heart of the narrative. Informed by competitive analysis, the visuals helped us refine a distinct and memorable style. Early color scripts were instrumental in establishing the game’s tone—initially targeting a more casual audience, but later evolving to appeal to a broader demographic. These assets were also key in aligning the team and generating early excitement across disciplines.
The artwork is from the combined efforts of multiple artists under my direction.
As Art Director, I led the development of this early collection of creatures and player characters, created ahead of our greenlight into pre-production. I guided the team in exploring a wide range of creature types, organizing them into thematic groups and archetypes, while ensuring visual cohesion and production efficiency through shared rigs and animation systems.
I also directed the visual development of the player characters—a smaller, curated set of aliens and robots designed to travel between planets and unlock new creatures. These characters played a key role in driving the RPG-infused match-three gameplay and overall player progression.
These map storyboards were developed to support early exploration of how players would navigate the game’s universe. As Art Director, I oversaw their creation as part of a broader cross-discipline strategy to align visual design with gameplay, narrative, and UX goals. The boards were a key tool in illustrating functional flows, planetary progression, and user experience, helping to bridge creative intent with technical implementation across teams.
These map storyboards were completed to support the early designs of navigating the universe where our game took place.