Dungeon Boss is a mobile turn-based RPG with an emphasis on collecting and upgrading hero characters. Inspired by action figures and the vinyl toys coming from Funko Pop and Kidrobot, Dungeon Boss developed a unique art style that both felt like a throwback to old pixel art games and also modern collectables

Throughout the development of Dungeon Boss, I wore a lot of hats and tended to get involved with the art wherever I could. I spend a lot of time focused on the game’s UI, but I jumped around helping out with concept art, marketing and in-game event posters, storyboarding, and even a little bit of VFX and camera work from time to time.


User Interface

Big chunky tactile buttons, candy-colored FX, and blocky everything helped to wrap the game in a cohesive art style

As the game’s primary UI Artist I established the look and feel for all of the game’s UI artwork and developed the style guide


Concept Art

The heart of Dungeon Boss is its characters, each designed with collectability in mind. Through my time on the project I worked on concepts for characters, weapons, props, and VFX

The final step for any character was creating a polished aspirational piece of key art, which was always one of my favorite things to work on