'Murica
In " 'Murica " you play as Billy Joe Bob, a Trailer Park redneck charged by God to cleanse the world of the Vegan menace. Using a modified spud-gun you set out to feed the vegans. Since we had a small team to make this game, I wanted to focus on putting out assets as quick as possible.
We decided the best way to achieve this was to try our hand at pixel art.
I am glad we settled on that style because it was fast and efficient, and as an added bonus everyone enjoyed trying a new style.
After our style was set my main duties were to ensure that our game maintained a cohesive look and that our team finished our tasks in a timely manner.
On top of my duties on keeping a consistent look to our game, I also worked on our environment and user interfaces.
We decided the best way to achieve this was to try our hand at pixel art.
I am glad we settled on that style because it was fast and efficient, and as an added bonus everyone enjoyed trying a new style.
After our style was set my main duties were to ensure that our game maintained a cohesive look and that our team finished our tasks in a timely manner.
On top of my duties on keeping a consistent look to our game, I also worked on our environment and user interfaces.
- Art Lead
- Environment Design
- Title Buttons
- Loading Screen
- Shop Menu
Game Wizards
I was a member of team "Imly" for approximately six months; this was my first introduction into the collaborative side of making games.
What drove me to join team Imly was that the concept of the game relied on exploration and interaction, which set it apart from a large selection of games today.
I joined the team near the middle of the conceptual phase, which meant we had a more solidified idea of what kind of game we were making, but that also allowed me time to place my input in the direction we were heading.
Over the course of the project I was driven to not only hone my skills as an artist but also to develop new skills and methods to make me a more rounded and balanced artist.
What drove me to join team Imly was that the concept of the game relied on exploration and interaction, which set it apart from a large selection of games today.
I joined the team near the middle of the conceptual phase, which meant we had a more solidified idea of what kind of game we were making, but that also allowed me time to place my input in the direction we were heading.
Over the course of the project I was driven to not only hone my skills as an artist but also to develop new skills and methods to make me a more rounded and balanced artist.