Collectibles for BFC. Our users preferred these more detailed characters over objects or charms. Our art team had a ton of fun creating countless of these collectibles. I was the principal artist on the first couple of collections, until I moved on to another game. Scroll for sketches and more collectibles.
Gambit faction character designs. These were made in the exploratory phase of the project. The goal was to create a lot of content fast.
Marketing art and splash screen for PFC. These illustrations are set up with a variety of assets. The process includes 3d models, photo bashing and old fashioned drawing and digital painting. I was responsible for lay-out, design and final render on these images.
The first area of the PFC renovation meta game. I was the principal environment artist on the PFC meta game. The AD and I created the look and feel of our isometric world. This involved art direction documents, design guidelines, render guidelines and production workflows. Scroll for architectural variants and isometric concept sketches.
Character designs for PFC. I created the render style and art directed character designs and final renders. Scroll for examples of the production process.
Character designs for mobile game: Pocket Cowboys. I made a total of 27 characters that were modeled and textured. Scroll for more character sheets.
Copyright © 2024 Wouter Bruneel - Alle rechten voorbehouden
Ondersteund door GoDaddy
We gebruiken cookies om websiteverkeer te analyseren en de ervaring op je website te optimaliseren. Als je het gebruik van cookies accepteert, worden je gegevens gecombineerd met de gegevens van alle andere gebruikers.