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PaperClips

Papercraft miniature dioramas for an unreleased arcade game (Quest 2).

I was responsible for establishing and maintaining the art style and art premises across 32 uniquely themed papercraft stages. Each stage was created and implemented in less than a week. Many of the stages were done by myself.

The brief was: varied, vibrant, stylised, simple and reusable.

This is just one of the many varied papercraft environments I had created. Each used custom shaders and animation systems to enhance the stages feel.

This is just one of the many varied papercraft environments I had created. Each used custom shaders and animation systems to enhance the stages feel.

From whitebox to completion. I was in charge of all stages of art development for this stage.

From whitebox to completion. I was in charge of all stages of art development for this stage.

An example of how large scale objects where used to help enhance the miniature scale premise of the game.

An example of how large scale objects where used to help enhance the miniature scale premise of the game.

No art premise was off the table. The crazier the better. Part of my job was establishing these art premises.

No art premise was off the table. The crazier the better. Part of my job was establishing these art premises.

The main menu of the game was crucial in selling the art style and premise, along with teasing the many stages of the game.

The main menu of the game was crucial in selling the art style and premise, along with teasing the many stages of the game.

The main gun of the game followed the same principles as the stages. This is the default look before unlocking skins.

The main gun of the game followed the same principles as the stages. This is the default look before unlocking skins.

The RGB shader we used allowed us to create new skin sets in seconds. This is just a sample of those skins.

The RGB shader we used allowed us to create new skin sets in seconds. This is just a sample of those skins.