Boom Beach Frontlines

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

Very early environment concept

Very early environment concept

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.

Levels made with the tool. Many assets made by other members of the team, my responsibilities: The tooling that makes these technically possible, art direction towards their look, and making sure they’ll run on ancient telephones

Levels made with the tool. Many assets made by other members of the team, my responsibilities: The tooling that makes these technically possible, art direction towards their look, and making sure they’ll run on ancient telephones

You can tell this was made early in the project because it uses the prototype versions of the characters. Short comic I made as part of our style-guide to give context to our world. Words redacted.

You can tell this was made early in the project because it uses the prototype versions of the characters. Short comic I made as part of our style-guide to give context to our world. Words redacted.

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

Unused concepts for Flamer

Unused concepts for Flamer

Unused character ideas. I like bird lady

Unused character ideas. I like bird lady

This big tank is the Bunker Buster. It was made by Joel Alexander and the main feedback I gave him was to insist on the bomb being as big as possible. I assembled this scene and did lighting/comp/fx

This big tank is the Bunker Buster. It was made by Joel Alexander and the main feedback I gave him was to insist on the bomb being as big as possible. I assembled this scene and did lighting/comp/fx

This is the Tank Hunter, made for us by Ocellus Studios. The brief I gave them was basically ‘80s sports car tank’. I posed the tank/robots & assembled this scene based on an environment by Joel Alexander. I did lighting/comp/fx

This is the Tank Hunter, made for us by Ocellus Studios. The brief I gave them was basically ‘80s sports car tank’. I posed the tank/robots & assembled this scene based on an environment by Joel Alexander. I did lighting/comp/fx

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

Spooky lighting I did for a halloween post

Spooky lighting I did for a halloween post

I made this scene featuring our first 5 characters as a place to see them all together in context. It’s been a very useful image for validating if new character designs feel right for our game : Would they look right hanging out with the gang in the car?

I made this scene featuring our first 5 characters as a place to see them all together in context. It’s been a very useful image for validating if new character designs feel right for our game : Would they look right hanging out with the gang in the car?

Initial robot design (the one with a pistol) by Monica Ion, modified by me. I designed the rest of the gang, and made all of these 3D assets.

Initial robot design (the one with a pistol) by Monica Ion, modified by me. I designed the rest of the gang, and made all of these 3D assets.

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

Thanks for looking

Thanks for looking