Portfolio 2024
Highlights from the past few years, showcasing style, use of color, composition and design.
▲ Character concepts for a Garden -themed game (for Fitness Village). 

Character designs by Paavo Kyppö, I did the vectorization and coloring (from pencil sketchings).
▲ Mockup of the characters in a faux game map.





TRANSIT KING TYCOON: Transport
▲ I had a chance to work on the Transit King Tycoon: Transport project and I wanted to re-create the original logo in 3D (as our team had only the 2D render of the original), so we could later animate it for advertisements. I added some more structure and splash to the logo (translation: 'went nuts with it'). 
▲ The new logo when composited over advertisement material. 

The city is a mesh import from an actual game map in Unity3D. I re-painted most of the materials into PBR shaders and rendered it out with full skydome and sunshine in Blender 3D.
▲ Full view of one of the city renders.
▲ Shots from the city. These were meant for the store page.

I painstakingly set all the materials and lighting and because the meshes were meant for real time rendering, a lot of the surfaces had to be corrected or re-modelled for these shots.
▲ How the shot looks in Blender.
▲ One of the ideas was to simplify the UI, both in visual feel and in functionality. 
▲ Alternate, flat UI version of the transport dialog.
▼ I produced several UI themes that were radically diffferent from one another for consideration. These are just mockups so a lot of the UI elements show the original icon theme and fonts.
▲ Sub offers with characters generated using AI. Neural Network generators like Stable Diffusion have become invaluable tools for super quick mockups and concepting. Final pieces would be sent to the character artist for them to paint characters in their own style (I'm not much of a character artist ngl). 
▲ Bundle offer mockup. 
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FITNESS VILLAGE: The Game​​​​​​​
▲ Brochure (front) for the Fitness Village game.
▲ Brochure (back) for the Fitness Village game.
▲ The game's Adventure Map.
▲ We had a difficult task of sizing down the scope of the game. As the team was downsized to just two people, we had to minimize the time needed for asset creation and the 3D world was replaced with a very simplified and straightforward 2D world. I also had the chance to brighten up the look and feel of the game.
▲ I was responsible of creating a customizeable character that could be animated on-screen. This included designing the structure of the customizeable parts as well as the actual programming of the customization (Unity3D, C#). 
▲ View of the customization BTS. All the animations and customization parts could be tested before packaging them for the game. I used SVG parts that were imported via plugin into Unity3D, which were then converted into vertex-colored meshes.
▲ Character customization in-game. 

Tiger suit artwork by Samuel Lehikoinen (finnish fine artist, was an absolute blast working with him).
▲ I programmed (a very crude) an ad automatization system (in Processing) that would take screenshots, layouts, translations and other graphic assets and create correct-sized ad images for the various stores that we had to cover. The automatization would sort all generated images into named folders ready to go, with one push of a button.
▲ Screen mockup from the game.
▲ One of the minigames.
▲ Mockup for a tournament view.
▲ Some of the minigame icons art.
▲ Power-Up cards artwork.
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This portfolio is very much under construction, so I might be adding more stuff here. Missing all the personal work I've done in the past couple of years and some 3D stuff that might be worth showcasing. This collage was meant as a quick demo for potential clients in the mobile game industry. ^.^
Portfolio 2024
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Portfolio 2024

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