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Overgrowth (2017)

I came on as a Senior Environment and UI artist to help with the final push to the 1.0 release of Overgrowth in 2017. At the time the game's main campaign only existed in whitebox form with zero artistic direction. I helped to establish the setting for each level and worked with the leads to tie them into the story, which was being developed in parallel. I produced 3D assets and terrains to fill in where needed in this process. Later I took on a lead role when it became clear that more coordination was needed with the half-dozen or so other contributing environment artists (all remote except me). I was also given the task of designing and providing 2D assets for the game's menus.