Kingdom Boss is mobile character collecting RPG as well as a town builder. As a Lead 2D Artist on the early days of the project, I worked with the studio Art Director and the other UI and Concept Artists to define the look and feel of the game. From the world with its buildings and characters, to the game’s UI and logo, I worked on a little bit of everything.

The art style we developed for Kingdom Boss is cartoony, bright, fun, and inspired by vinyl collectible toys. The fantasy setting lent itself to lots of mystical creatures and weapons, but we wanted to keep a unique point of view to the Kingdom Boss world.


User Interface

Alongside the game’s other UI Artist, I worked on a lot of the initial style explorations for the project before working on a lot of the touchups and final assets seen in the finished game.

As development on the game progressed, the game design changed enough that it made sense to switch to a portrait orientation. One of the most interesting challenges on the project was converting screens that were previously designed for widescreen to take advantage of the vertical layout and navigation with a single hand.


Concept Art

As an evolution from the look of Dungeon Boss, part of the fun of Kingdom Boss was seeing where we could push and pull the art style to allow for higher fidelity models and more advanced animations. I worked on a lot of early character and weapon concepts as we developed the style.