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Role: Game Artist

I was the artist for Mushroom 11, published by indie gaming studio Untame. It was a very small team, and I was the sole game artist.  I worked closely with the developer on all aspects of the game, which included concept design, final asset creation, and placement of those assets into the level frameworks in Unity to fully realize the rich world of Mushroom 11.  I also used Unity's particle systems to spice up the effects.  And last, but not least, plenty of marketing art as well as store-front assets and awards.  
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We launched the game in Fall 2015 to critical acclaim, and was included in Humble's prestigious EYE CANDY bundle.  It won many awards for it's innovative gameplay and detailed visuals, including an Apple Design Award (2017) and a Google Play Award for standout indie game (2017).

Mushroom 11 is available on Steam, Apple App Store, and Google Play.

Mushroom 11 screenshots (below)
Original game trailer (produced by Kurt Gartner).
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Concept art developed for Mushroom 11
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Posters to convey mood and story ideas
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A sampling of various assets populating the world of Mushroom 11
Although most of the animation in Mushroom 11 was done procedurally using code, It helped to have an animated comp to visualize how things should move, especially for the bosses.  Here are a few such samples, some of which did not make it into the final game.
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Early version of Fire Lily
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Early design for spikey boss
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The unfortunate Perpetual Pork Machine. Too gruesome to put in the game.
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Checkpoint animation comp
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Artbook cover

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Copyright Simon Kono 2013.  All rights reserved.
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