Mobile Game Phenomenon

After the global financial shake up in late 2008, the console industry in the midwest region went through a rough time. Technology was evolving, and the market was looking for something new, something different.

This is when the mobile game phenomenon took hold and exploded!

I took my talents and skills into mobile and web-based games.

My first exposure to the non-console world was with a company called Seven Lights LLC. We did a mobile style tabletop game on Flash when Flash games were booming in 2009. Similar to a digital Warhammer.

Not too long after that, post-Activision, I landed an Art Lead/Art Consultant role with Flipside 5 Inc. They developed the very first air hockey game for the Apple App store. I worked on a second version of Touch Hockey and a strategy game called Touch Tanks. I was also part of a new game concept team that dove into a potential Mech game as well.

Most recently I've worked on mobile games that are kings in the free-to-play market for Kongregate. Animation Throwdown, Spellstone, and a high-profile unreleased IP.

Spellstone Splash 01
Spellstone Splash 01

Spellstone Splash 02
Spellstone Splash 02

Animation Throwdown Splash 02
Animation Throwdown Splash 02

Spellstone Splash 01
Spellstone Splash 01

1/4

For Animation Throwdown, Spellstone, and the new IP title, my role was less focused on the creation part and more on the production side of things. I did a large deal of sprint and Jira work, high level road mapping, work with brand licensors, team resourcing management, and process improvement initiatives.

Touch Hockey 2
Touch Hockey 2

Touch Hockey 2 Tables
Touch Hockey 2 Tables

Mancala HD Monsters Theme
Mancala HD Monsters Theme

Touch Hockey 2
Touch Hockey 2

1/13

Touch Hockey 2 , Touch Tanks 5 & Mancala HD After moving from console games to the mobile/Facebook world, I discovered many similarities and many differences. On a mobile platform, it’s in the game’s best interest to keep polycounts tight and maps--for the most part--baked down. Going back to the roots of quality hard surface 3D and smart texturing techniques was very enjoyable. Regardless of platform, a good game is a good game. The team consisted of 2 artists and myself.

Mech Silhouettes
Mech Silhouettes

Mech Silhouettes
Mech Silhouettes

Mech Pre-Viz
Mech Pre-Viz

Mech Silhouettes
Mech Silhouettes

1/5

Mech Online, was the new concept game we worked on at Flipside 5 that never released. It was a super creative and fun project. The ability to create from scratch doesn't happen often, and this was one of those rare times.

Supply Room
Supply Room

Conference Room
Conference Room

Copy Room
Copy Room

Supply Room
Supply Room

1/6

Yeknom Inc., I worked with Careerbuilder.com to create all the artwork for the Facebook game called Yeknom, Inc. They took the monkeys running the corporation ad campaign and built it into a lush office-inspired Facebook game. You’ve probably seen the campaign in past Super Bowl commercials. I personally 3D modeled and artistically finished all 300+ assets for the game. Here are a few screenshots of some assembled environments that you will find in the actual game.

Vampire Palatine TR Concept
Vampire Palatine TR Concept

Vampire Palatine
Vampire Palatine

Air Elemental
Air Elemental

Vampire Palatine TR Concept
Vampire Palatine TR Concept

1/12

The Continuum, During my time at Seven Lights LLC, I focused on leading creation for the turn based strategy game The Continuum. I worked on and led a small character team to build out the content from concept to in-game deliverable. We also worked on a handful of other Flash projects.