Role: Art, effects, game design, marketing art
I worked closely with indie gaming studio Untame to develop the visuals for Mushroom 11. It was an extremely small team, and I was the sole game artist. My responsibilities included concept design, final asset creation, and placement of those assets into the level frameworks 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. 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).
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.