• Paint over renders and screenshots in Photoshop. Searched a balance between artistic aspects and technical constraints.
• Help define the overall style for concept art design and maintain a high art quality.
• Have a clear communication in written form/via paint overs/zoom calls, and to identify when additional feedback or research was required.
• Work under pressure while implementing changes based on input from multiple sources.
• Gather research and reference material that will be influential to clients and design team.
• Create concepts to solve a wide variety of problems, ranging from designing to visual solutions that enhance game play and support the project’s narrative.
• Create quick sketches and exploratory concepts to establish mood and style.
• Interpret brand-related feedback, while documenting, to help improve pipelines and processes to deliver the best possible results.
• Worked independently and collaboratively with team members to create new, and modify existing, 2D art for interfaces and promotional assets.
• Adapted easily when faced with tight deadlines and quick iteration requests. Produced sketches and quick iterations on digital or paper.
• Proposed ideas to the artistic team and discuss possibilities. Refined concept art to illustration by developing character and environment assets that fit the art style of the product.
• Updated artwork based on feedback. Focused on the art production cycle, and experience in game project R&D.
• Produced creative designs from initial sketches to final concepts. Collaborate with others to share techniques, ideas, and contribute to a positive working environment.
• Quickly grasp the essence of the product and to catch when delivered assets fall short of it. Created redline notes for environments, taking game levels to a higher fidelity for the production.
• Ensured work was done according to specifications outlined by the Director/Key Creatives of a project.
• Actively researched and created concepts that would fit into all stages of production that includes loose sketches, blue sky paintings, pre-visualization, production paintings, renders, paint-overs, mark-up, marketing assets.
• Research out additional knowledge by interacting with the art and design staff, as well as learning and playing the game when needed, so that concept designs are well-researched and are well-informed.
• Create high-end concept art for visual development, ideation, layout/design sketches, and exploration, environments, backgrounds, characters, props, and vehicles to various levels of polish and within varied time constraints.
• Worked independently to create new, and modify existing, 2D art for interfaces and promotional assets.
• Adapted easily when faced with tight deadlines and quick iteration requests. Produced sketches and quick iterations on digital or paper.
• Proposed ideas to the artistic team and discuss possibilities.
• Refined concept art to illustration by developing character and environment assets that fit the art style of the product.
• Updated artwork based on feedback. Focused on the art production cycle, and experience in game project R&D.
• Produced creative designs from initial sketches to final concepts. Collaborate with others to share techniques, ideas, and contribute to a positive working environment.
• Quickly grasp the essence of the product and to catch when delivered assets fall short of it.
• Created redline notes for environments, taking game levels to a higher fidelity for the production.
• Ensured work was done according to specifications outlined by the Director/Key Creatives of a project.
• Actively researched and created concepts that would fit into all stages of production that includes loose sketches, blue sky paintings, pre-visualization, production paintings, renders, paint-overs, mark-up, marketing assets. Looked out additional knowledge by interacting with the art and design staff, as well as learning and playing the game when needed, so that concept designs are well-researched and are well-informed.
• Create high-end concept art for visual development, ideation, layout/design sketches, and exploration environments, backgrounds, characters, props, and vehicles to various levels of polish and within varied time constraints.
https://play.google.com/store/apps/details?id=com.VelenixGames.FishHunt&hl=en_US&gl=US
Duties:
• Work closely within the art team to explore potential ways to visualize the game, based off a thorough understanding of market demands and pop culture.
• Partner with the art director to develop the overall vision of a game (set the tone and ambiance, pitch locations, key moments, emotional contrasts. Produce sketches and quick iterations digital and paper.
• Created concepts of characters or environments from existing references and scratch, while adapting artwork based on feedback. Refine concept art to illustration by adding layers of detail.
• Balanced between artistic aspects and technical constraints. Proposed ideas to the artistic team and discuss possibilities. Gathered and organize reference for the concept team.
• Prepared storyboards to illustrate the movement of FX and FX animations. Actively contribute to the growth of the studio.
• Worked closely with other artists, level designers and leads to bring the concepts to life, providing feedback to help the team realize your designs and solve new problems as they arise.
• While performing in extremely fast-paced environment with high volume of on-going projects and very fast turn-around.
• Used strong sketching abilities as well as the ability to render, matte paint, designing the occasional graphics like sceneries.
• Solved problems by proposing creative ideas and solutions by being open and receptive to art direction feedback, critique, and coaching.
https://m.facebook.com/Perturbia/
https://www.indiedb.com/games/restore-the-untold-story-of-gabriel-priest