ABOUT
I begun working on the Just Perfect(JP) as an inhouse concept artist at the very beginning. At the time the entire game project only consisted of a 5-page pdf pitch and it was my job to assist the art director developing the look of the new game from scratch, starting with the creation of a Miro-Board.
______________________________________________________________________________
CHALLENGES
A stylized game was a new adventure for most of the studio. Early company constraints let down a new way of exploration, such as strict housing scales and potential re-use of previous game assets and character rigs from the newly released, First Class Trouble(FCT), but with eventual broadening of scope these initial design limitations were eased. However solving these kind of puzzles of scale, proportion and new way of working, meant creative problem-solving not just in 2D, but also requiring me to work with and test things using 3D programs, such as Unreal Engine, Blender and ZBrush.
A major design decision to abide by, was that the objects needed a clear difference between a perfect stage and a damaged/sabotaged stage. This is expressed with very neat straight designs for the perfect state of things and crooked broken designs for the damaged versions.
Below is a selection of some of the work I've created for JP, such as very early visual-development, character explorations, environmental key-art and other miscellaneous concept art.
______________________________________________________________________________
I begun working on the Just Perfect(JP) as an inhouse concept artist at the very beginning. At the time the entire game project only consisted of a 5-page pdf pitch and it was my job to assist the art director developing the look of the new game from scratch, starting with the creation of a Miro-Board.
______________________________________________________________________________
CHALLENGES
A stylized game was a new adventure for most of the studio. Early company constraints let down a new way of exploration, such as strict housing scales and potential re-use of previous game assets and character rigs from the newly released, First Class Trouble(FCT), but with eventual broadening of scope these initial design limitations were eased. However solving these kind of puzzles of scale, proportion and new way of working, meant creative problem-solving not just in 2D, but also requiring me to work with and test things using 3D programs, such as Unreal Engine, Blender and ZBrush.
A major design decision to abide by, was that the objects needed a clear difference between a perfect stage and a damaged/sabotaged stage. This is expressed with very neat straight designs for the perfect state of things and crooked broken designs for the damaged versions.
Below is a selection of some of the work I've created for JP, such as very early visual-development, character explorations, environmental key-art and other miscellaneous concept art.
______________________________________________________________________________

Environment Key Art

Process For Key Art
Just like FCT, the game take place in the 50-60's, but the studio had a desire to create something more stylized for their new IP and in much different setting of the idyllic midcentury-modern suburbs and cul-de-sacs, opposed to a luxury retro space-cruiser flying through space prior.
______________________________________________________________________________
______________________________________________________________________________
Early Shape & Style Explorations

Mailbox Style Test

Team Color & Mailbox Destruction

Midcentury + Jetsons Style Experiment

Texture Exploration
Character Exploration

Paint-over on top of FCT-Rig

Sketches With No Rig Constraints

Vicky - Character Design
Gameplay Props


4 Tier Alarm-System Advert

Upgradeable Egg-Producing Chicken Coop


Bus-Stop Respawn Area


Equip-able / Unleasable Rat
More Furniture

Wardrobe Ideas (Blender Base)

For Storing Stolen Items (Blender Base)

Dresser

TV-Stand Further Iteration

TV-Stand Further Iteration

TV-Stand Further Iteration
Destructible Fence & Gate Design

Destructible Fence Bit

Fence Gate Unreal Paint over

Picket Fence Gate Design
Quick Concepts, Ideas & Decals

Retro Camper Thumbnails

Retro Camper & Car Design

Dog House Concept

Makeshift Catapult Design

Ingame Brand, Font & Packaging Exploration

Chicken Coop Decals

Orange Decal

Potato Decal

Baseball Pitching Turret 3D Concept

Baseball Pitching Turret 3D Concept
Direction & Fixes For 3D-Team

Fixes

Fixes

Fixes

Fixes

Fixes
Vegetation Concepts, Guides & Research

Tree Vis-Dev

Oak Tree Vis-Dev & Guide

Maple Tree Vis-Dev

Garden Vegetation Concept

Garden Vegetation Concept

Unreal Leaf Tests
______________________________________________________________________________
SRcEENgRABS
*(BELOW) VARIOUS Ingame 3D work based on my Concept (Not by me)
Just Perfect on Steam (steampowered.com)
SRcEENgRABS
*(BELOW) VARIOUS Ingame 3D work based on my Concept (Not by me)
Just Perfect on Steam (steampowered.com)

Car (NOT BY ME)

Offical "Cowdale" Twin Washer Car (NOT BY ME)

Ingame Shed Car (NOT BY ME)
