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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
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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.
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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
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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