Wednesday, December 11, 2013

Spy Dash!

Title . . . . . . . . . . . . . . . . Spy Dash!
Project Type . . . . . . . . . . Endless Runner / mobile iOS
Job Function . . . . . . . . . . Senior Game Artist
Company / Client. . . . . . . Developed by Wooga
Made with. . . . . . . . . . . . Blender, Photoshop, Unity



Between end of May and early December 2013 I worked on an endless runner game which has been released as Spy Dash! in Canada, Holland and 2 other countries.

Spy Dash! was already in production when I joined the team. During production I worked on the game in various roles. I made some vehicle and environment concepts, character concepts and character art and I created some 3D models. On a more technical side, I did the animations for the vehicles and power-up items and tested them in Unity. When needed I added particle effects using Unity's Shuriken particle system.

01.iTunes Screen

02.iTunes Screen

03. Preloading Screen. Early Version. (3D car models by other artist).

04. Preloading Screen. Final version.

05. Intro Comic.

06. Vehicle Concepts.

07. Vehicle Concepts.

08. Power-Ups. Concepts.

09. Collectables. Concepts.

10. Collectables. 3D models.

11. Character art style test.


Thank you for looking.

Tuesday, June 25, 2013

Pearl's Peril: Adventure Scenes

Title . . . . . . . . . . . . . . . . Pearl's Peril
Project Type . . . . . . . . . . Social Game / Hidden Object Game
Job Function . . . . . . . . . . Senior Game Artist
Company / Client. . . . . . . Developed by Wooga
Made with. . . . . . . . . . . . Blender, Photoshop



A large part of my work on Pearl's Peril consisted of creating concepts.Some of these concepts were of so-called 'adventure scenes'. These scenes are different from hidden object scenes, in that they have adventure game style gameplay, i.e. collect and combine items in an inventory and use them to solve a puzzle.

01. Artemis Island Mansion, Cellars. This scene was not used and the gameplay was recycled for the monkey temple scene. Hence the similarity of the lay-out.

 02. Olduvai Gorge, Tanzania.

03.  Monkey Temple, Tanzania.

04. Atlantis Hall.

05. Lake Baikal, Siberia.


Thank you for looking.

Monday, May 20, 2013

Pearl's Peril: Background Concepts

Title . . . . . . . . . . . . . . . . Pearl's Peril
Project Type . . . . . . . . . . Social Game / Hidden Object Game
Job Function . . . . . . . . . . Senior Game Artist
Company / Client. . . . . . . Developed by Wooga
Made with. . . . . . . . . . . . Blender, Photoshop



A large part of my work on Pearl's Peril consisted of creating concepts for the hidden object scenes. These concepts are then used by one of the outsourcing companies to create the final hidden object scene.

I've created a little over 75 background concepts, a small selection of which you can see below.


01. Four random interior scenes.

02. A cliff top view, a beach scene, a cockpit interior and tropical garden.

03. A French train station, Warsaw's Temple of the Sybil, a Parisian café and Sorbonne.

04. An anthropologist's home, a bank vault, a banker's office and Grand Central Station.

05. Several tropical scenes, some with a pirate theme.

06. Scenes set in Tanzania, Greece and New York.

07. Moscow café, Siberian trainstation, view of Omsk, Trans-Siberia Express.

08. Some scenes aboard a zeppelin, interior of a Moscow police station.

09. Various scenes from the capital of Cuba, Havana, such as El Capitolio.



Thank you for looking.

Tuesday, April 23, 2013

Pearl's Peril: Vehicles II

Title . . . . . . . . . . . . . . . . Pearl's Peril
Project Type . . . . . . . . . . Social Game / Hidden Object Game
Job Function . . . . . . . . . . Senior Game Artist
Company / Client. . . . . . . Developed by Wooga
Made with. . . . . . . . . . . . Blender, Photoshop



Since november 2011 I've been working on Pearl's Peril as a senior game artist, which on occasion includes some 3d work. One of the things included is the following submarine, used by the main character to travel to undersea locations.

The 'Seadragon'

This submarine is based on the shape of a goldfish, with an overall steampunk look.
The main purpose of this model was as a background object in various hidden object scenes, so it is almost completely untextured. It is nevertheless modeled full scale, with near complete interior.


01. Sketch of the submarine on the surface.

02. Render of the full 3D model.

03. Close-up of the exterior cockpit dome.

04. Navigation room. From the ceiling equipment would be hanging for displaying various data.

05. Render of the armory, which is inside the upper part.

06. Closer view of the exterior controls. When submerged this part is closed.

07. Closer view of the starboard observation post.

08. Closer view of the starboard gun platform.

09. Bottom view of the craft.

10. Rear view of the submarine.

Thank you for looking.

Monday, April 8, 2013

Pearl's Peril: Vehicles I

Title . . . . . . . . . . . . . . . . Pearl's Peril
Project Type . . . . . . . . . . Social Game / Hidden Object Game
Job Function . . . . . . . . . . Senior Game Artist
Company / Client. . . . . . . Developed by Wooga
Made with. . . . . . . . . . . . Blender, Photoshop


Since november 2011 I've been working on Pearl's Peril as a senior game artist, which on occasion includes some 3d work. In the beginning of the project's development I modelled the air boat which is used by the main characters to travel around the world.


'The Pride of Bakersfield'

This particular air boat is based on the 1919 Savoia Marchetti SIAI s16.

Length:            9.89 m
Wingspan:      15.50 m
Seats:             2 or 3 persons

The game actually starts in the late twenties, so this air boat is already an older model. This fits with the background story, since the main character received this plane as a gift in a run-down state and has been tinkering with it ever since. For the main character this air boat is a symbol of freedom and independence.

The main purpose of this model was as a background object in various hidden object scenes, but by now it has popped up in other places in the game as well as in publication material.


01. Three quarters top front view.

02. Three quarters top rear view.

03. Three quarters low side view.

04. Cockpit and nose detail.

05. Engine and propeller detail.

06. Nose storage compartment detail.

07. Three quarter low rear view.

Thank you for looking.

Saturday, March 9, 2013

Pearl's Peril: Hidden Object Scenes

Title . . . . . . . . . . . . . . . . Pearl's Peril
Project Type . . . . . . . . . . Social Game / Hidden Object Game
Job Function . . . . . . . . . . Senior Game Artist
Company / Client. . . . . . . Developed by Wooga
Made with. . . . . . . . . . . . Blender, Photoshop


Since november 2011 I've been working on Pearl's Peril as a senior game artist.


Since I was the first artist on the team, I set up the whole production process for the scenes, and painted the first three backgrounds. By this point additional artists were hired, who took over the production of the scenes. After that I have been working mostly on concepts, some occasional 3d work and leading other artists.

Every scene of this game was created at a resolution of 2372 x 1536 to preserve the maximum amount of detail and to be displayed in HD on the iPad Retina screen.

Visually, I found it very important to use rich, vibrant colours. Mostly to create a feeling of glamour and a luxurious atmosphere but also to step away from the drab greys which are still often found in the casual hidden object games.


01. The beach of Artemis Island.

02. A close-up of the scene at full resolution (100%).

03. Another close-up of the scene at full resolution (100%).

04. The Villa's Front Porch. A few objects were added later by another artist.

05. A close-up of the scene at full resolution (100%).

06. Another close-up of the scene at full resolution (100%).

07. The Grandmother's Grave. The objects were left out, since these were added by another
       artist. The 2 books were also added at a later date by another artist.

08. A close-up of the scene at full resolution (100%).

09. Another close-up of the scene at 80%.

Thank you for looking.