Madlands

This started off as CJ's 2d concept that was projected onto simple geo to be used in an animated start screen, which I later took to model+paint up into a complete 3d character.

This started off as CJ's 2d concept that was projected onto simple geo to be used in an animated start screen, which I later took to model+paint up into a complete 3d character.

Commander portrait icons (about 85% complete)

Commander portrait icons (about 85% complete)

Various commander portrait thumbnail ideas.

Various commander portrait thumbnail ideas.

Raider camp ideas.

Raider camp ideas.

A quick idea for a player base screen with 4 natural environment zones.

A quick idea for a player base screen with 4 natural environment zones.

Player headquarters level progression designs.

Player headquarters level progression designs.

Full 30 levels of player HQ in 3d.

Full 30 levels of player HQ in 3d.

A look of our game. (I had reworked the sand dunes texture in this screenshot and did the mostly obscured raider camps)

A look of our game. (I had reworked the sand dunes texture in this screenshot and did the mostly obscured raider camps)

Some older work that I did for a cancelled mobile game project in 2017-2018.
Art direction by the super talented Cheol Joo Lee
https://www.artstation.com/cheollee

Most of these were done earlier in the project, with the character model being one of the first things that I did .
My role and subsequent tasks continued to evolve and to include more technical work: from lighting to animation, to particle effects. to shader co-development, to leading certain game feature visuals polish and outright overhauls. Unfortunately, I don't have images for many of the more involved things that I had worked on:(