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2.8.12

DGPX - "post mortem" share fest

This was for the Extras gallery within the in-game menu interface.

Hotel scene painted up by Keith, the banana-car model by the Vehicle Team, the web layout and skinning by myself.

The skinning and layout for the gallery pages - character, vehicle or environment.  The characters were designed mostly by Max Davenport and then Brittany Cloud.
I could not have had a better introduction to the Team GAme Production class/effort than what I managed to luck out with.  Every game has a rotation of 3-4 quarters to create a 5-10 minute playable demo experience.  The whole class acts as a game studio, working in teams beneath leads and using Scrum.  It was the final quarter, so there wasn't as much offical 'concept' work for in game models, props, characters or environments left for DGPX - a racing game.  I worked under the incumbent Concept & Design Team Lead, and took on the role of graphic and marketing materials artist - website design and assets, help in the User Interface, In-store posters and advertisements, In-game fictional advertisements, and learning and researching the RAD Tools for Environment Team so that we could implement some Bink videos. 








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Illustrator, writer, and gamer (analog/old school or digital). Omnigenre-interested and prepared to creative jam with whatever the lovely muses of the world offer.

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