Storybook Brawl

-Treasure Spawn-
Mock up of Standard, Epic, and Custom treasure spawn using PlayFab and wip assets.
Illustration: Rafael Zanchetin

-Treasure Spawn-
Mock up of Standard, Epic, and Custom treasure spawn using PlayFab and wip assets.
Illustration: Rafael Zanchetin

-Collection Details 01: Preloaded-
Visualizing one of two approaches for showing card details in the Collections. Animated in Photoshop.

-Collection Details 01: Preloaded-
Visualizing one of two approaches for showing card details in the Collections. Animated in Photoshop.

-Collection Details 02: PopUp-
Visualizing one of two approaches for showing card details in the Collections. Animated in Photoshop.

-Collection Details 02: PopUp-
Visualizing one of two approaches for showing card details in the Collections. Animated in Photoshop.

-Card Snapping-
Visualizing how the game would communicate logical places to drop cards.
Animated in Photoshop.
Background Illustration: Rafael Zanchetin

-Card Snapping-
Visualizing how the game would communicate logical places to drop cards.
Animated in Photoshop.
Background Illustration: Rafael Zanchetin

-VS Animation-
Dialed in timing of transitions between turns

-VS Animation-
Dialed in timing of transitions between turns

-Windy Leaves-
Visualizing ambient board movement without the need to hand animate using shaders. 
Non-looping gif from Unity Game View.
Illustration: Rafael Zanchetin + Jay Axer

-Windy Leaves-
Visualizing ambient board movement without the need to hand animate using shaders.
Non-looping gif from Unity Game View.
Illustration: Rafael Zanchetin + Jay Axer

-UI Overhaul in Miro-
Portion of Miro Board illustrating UI reconstruction. This explained the logic of what sat in what in a way engineers could assist in creating the structure.

-UI Overhaul in Miro-
Portion of Miro Board illustrating UI reconstruction. This explained the logic of what sat in what in a way engineers could assist in creating the structure.

-UI Overhaul in Miro-
Another portion of the Miro board dissecting every screen and their contents broken down with animations shown form of gifs.

-UI Overhaul in Miro-
Another portion of the Miro board dissecting every screen and their contents broken down with animations shown form of gifs.

-Logo Revamp-
Worked closely with Graphic Designer(??) to create the Black and White logo.
Top portion was iteration from Graphic Designer.
Kami Veicht took over for the color render.

-Logo Revamp-
Worked closely with Graphic Designer(??) to create the Black and White logo.
Top portion was iteration from Graphic Designer.
Kami Veicht took over for the color render.

Most my time working on Storybook Brawl was spent auditing the pre-existing art assets and reworking the implementation to establish a solid foundation to grow from. I was often the only full time artist on staff and would oversee incoming assets from codevelopers. This meant lots of paint-overs/gifs to communicate goals and visual direction to start building the supporting systems which would later be populated with finalized art.

Sadly we got shut down before reaching the part where we got to finalize the art, and the game is no longer accessible.
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All the art in this post build on the work of other artists. Here are links to the pages I know of:

Concepts of game pieces:
https://www.artstation.com/rafazanchetin
Polished Board Illustration, Logo Rendering:
https://www.artstation.com/jayaxer
Polished Board Illustration, Logo Mouse Design, Logo Rendering:
https://www.artstation.com/kamiveicht
Many Character Illustrations:
https://www.artstation.com/philiera
Treasure Prop Designs:
https://www.artstation.com/azora
Landing Screen UI, old style game pieces:
Kevuru Games
Old Game Board Design + Implementation:
https://www.artstation.com/zugzug