Bot Smashers Visual Development

Had the opportunity to work on the art direction for a mobile game for Hirez. Probably one the best teams I got to work with. Unfortunately the project was suspended indefinitely, but I am still really proud of the team and the project itself. :)
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Some pre-visual mockup for what the game could look like that was presented and to be decided by the CEO.

Some pre-visual mockup for what the game could look like that was presented and to be decided by the CEO.

Here is the mockup made after the direction was decided upon.

Here is the mockup made after the direction was decided upon.

This was a sketch of what promotional art for this game could look like.

This was a sketch of what promotional art for this game could look like.

A more finished take on some promo art.
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A more finished take on some promo art.
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Quick bot thumbnailing... wanted to identify what made our bots cohesive as well as explore common tropes for robots.

Quick bot thumbnailing... wanted to identify what made our bots cohesive as well as explore common tropes for robots.

I thought having a human element would be important to create a relatable experience for the player.

I thought having a human element would be important to create a relatable experience for the player.

We decided to have the robots be categorized into groups.  This is the construction category.

We decided to have the robots be categorized into groups. This is the construction category.

This is v-dev for the creature category.  Right side was trying to solve some 3D efficiencies as well as gameplay readability.

This is v-dev for the creature category. Right side was trying to solve some 3D efficiencies as well as gameplay readability.

I probably sketched over a couple of hundred bot ideas on paper alone.  Something really nice about doing stuff traditionally.

I probably sketched over a couple of hundred bot ideas on paper alone. Something really nice about doing stuff traditionally.

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Some of the final concepts.
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Some of the final concepts.
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This was a short sample of the narrative of the world.  The idea was the player was a higher entity that came in and started to manipulate the fate of these bots.

This was a short sample of the narrative of the world. The idea was the player was a higher entity that came in and started to manipulate the fate of these bots.

Some quick mood sketches on what the world may look like.  We wanted to represent the world in bot for

Some quick mood sketches on what the world may look like. We wanted to represent the world in bot for

Early ideation for a sky map

Early ideation for a sky map

Taking the sky map into another direction

Taking the sky map into another direction

Concepts for a metropolis map and some fun restaurant ideas.  Puns was a huge thing in the team, whether you were in the mood or not. lol

Concepts for a metropolis map and some fun restaurant ideas. Puns was a huge thing in the team, whether you were in the mood or not. lol

Overworld concept
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Overworld concept
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Loot chest ideas for the game.

Loot chest ideas for the game.

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Did some 2d animations for the UI as well as some animation mockups for assets in the game.

Did some 2d animations for the UI as well as some animation mockups for assets in the game.

Early cooldown representation.

Early cooldown representation.

Made some quick animations to be implemented for an early build of the game.

Made some quick animations to be implemented for an early build of the game.

Here was an attack test with some renders.  I painted in some electrical fx to showcase to our outsourcers.
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Here was an attack test with some renders. I painted in some electrical fx to showcase to our outsourcers.
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Here are some 3D representation of some of the units in the game.
Modelers: Saman T. and Dennis Zunon

Here are some 3D representation of some of the units in the game.
Modelers: Saman T. and Dennis Zunon

Concept Artist:
Mina Lee
Justin Kauffman
Ryoma Tazi

Modelers:
Paul Poff
Dennis Zunon
Saman T.

Concept Artist:
Mina Lee
Justin Kauffman
Ryoma Tazi

Modelers:
Paul Poff
Dennis Zunon
Saman T.

Had a chance to do a pocket design for an HRX event shirt.  Thanks to Rosyl Igcasenza for helping me by vectorizing the image.

Had a chance to do a pocket design for an HRX event shirt. Thanks to Rosyl Igcasenza for helping me by vectorizing the image.

Collaborative effort with Hirez's central team to create a promo short for the Event.

It was an awesome experience to work on this project.  I want to say thanks to everyone on the team and Hirez for the opportunity.  :)

It was an awesome experience to work on this project. I want to say thanks to everyone on the team and Hirez for the opportunity. :)

Thanks for dropping by! :)

Thanks for dropping by! :)