I was the first artist to join this project and stayed with it as the lead artist for it's following years of development.
During the early stages I was the only artist full-toime on the project so was responsible for setting the overall feel and tone of the art direction, and was also responsible for tech art duties such as making the tool (C# and Houdini) for creating our levels semi-procedurally.
Although these responsibilites stayed with me as the art team grew, a lot of my hands-on-art-time morphed into art directing the team of talented artists working on the project, and being responsible for the final look, feel, and quality of what appears on screen and in marketing materials.
Links to some of the team I've been fortunate to work with on this proejct :
https://www.artstation.com/jdalex
https://www.artstation.com/artdrew
https://www.artstation.com/razz
https://www.artstation.com/ocellusart
https://www.artstation.com/spaceapegames
Brief demo of the level generation toolset I developed. The tool’s intention is to enable level designers to make on-brand levels without needing a full time environment artist. Made in Unity C# & Houdini. I also made all the shaders.
Once we'd settled on the initial 5 characters I made MANY rough sketches for different looks on them. There were more than this. 3 character returning from Boom Beach, 2 new. Guy in the middle based on a sketch by our artist Simon Loche
Character by Andrew J, animation by Neil P, shrubbery by Joel A, bbq sim by Stoyan Dimitrov. I did lighting/After Effects/Embergen explosions/all the purple/the juicy burger.
Character by Andrew J, anim by Neil P. I did scene/lighting/After Effects/embergen FX, and a few sneaky blend shapes to make the poses cleaner
Character by Ocellus Studios, birbs by Andrew J, anim by Neil P, handsome radio by Joel A. I did lighting/comp/fx/set dressing
Animation by Neil P, robot/lighting/fx/comp by me
Sniper in another Neil P animation. crabby by Andrew J. I did the scene/lighting/fx/comp