A Space Brick Ball Game
Splash screen for the game

Splash screen for the game

My logo design for the game. I was happy with the way the ship broke the word Breaker ;)

My logo design for the game. I was happy with the way the ship broke the word Breaker ;)

Gamescene UI ideas. The original exploding alien head I made was too cute! Users felt bad shooting them, so I made them meaner. The head went through stages as it took more damage, swelling until it eventually popped in a gooey splatter!

Gamescene UI ideas. The original exploding alien head I made was too cute! Users felt bad shooting them, so I made them meaner. The head went through stages as it took more damage, swelling until it eventually popped in a gooey splatter!

I defined the 3 resources of the game as scrap, crystal and SPACE GOO! How do you get space goo? By exploding aliens of course! ;)

I defined the 3 resources of the game as scrap, crystal and SPACE GOO! How do you get space goo? By exploding aliens of course! ;)

I designed a background system with multiple layers to allow scrolling parallax, top down shooter style. The background was alwaysd moving, but very slowly while playing and then speeding up when flying to the next level.

I designed a background system with multiple layers to allow scrolling parallax, top down shooter style. The background was alwaysd moving, but very slowly while playing and then speeding up when flying to the next level.

PDA style pop up. Thinking back to Game & Watch. LCD screen allows for retro pixel art. Core navigation buttons are rubber buttons built into the PDA.

PDA style pop up. Thinking back to Game & Watch. LCD screen allows for retro pixel art. Core navigation buttons are rubber buttons built into the PDA.

My first job at Ubisoft was working on Rayman on GBC and I must admit I really enjoyed doing these pixel art illustrations.

My first job at Ubisoft was working on Rayman on GBC and I must admit I really enjoyed doing these pixel art illustrations.

I experimented with color on the LCD screen. Technically cheating but it was necessary to help UX.

I experimented with color on the LCD screen. Technically cheating but it was necessary to help UX.

More pixel style dialogues.

More pixel style dialogues.

The three ships I designed in gamescene setting.

The three ships I designed in gamescene setting.

One of my early mock ups of the ships. Merging ideas from Twin Bee, Thomas and Cars.

One of my early mock ups of the ships. Merging ideas from Twin Bee, Thomas and Cars.

Paintover done by my concept artist adding panel lines and greebles stongly art directed by me.

Paintover done by my concept artist adding panel lines and greebles stongly art directed by me.

Early renders looking at form.

Early renders looking at form.

Concept Art when we still had a ship / pilot direction. But introducing the ship as buddy companion idea. Not long after this is when I asked myself, why not just have the ship as the character?

Concept Art when we still had a ship / pilot direction. But introducing the ship as buddy companion idea. Not long after this is when I asked myself, why not just have the ship as the character?

Concept for fleet view for the homescreen. I leveraged my experience on Battlestar Galactica and crossed that with Thomas the Tank Engine. I wanted to see the fighters flying around the fleet  to give the scene movement and set the scale. Blender and PS.

Concept for fleet view for the homescreen. I leveraged my experience on Battlestar Galactica and crossed that with Thomas the Tank Engine. I wanted to see the fighters flying around the fleet to give the scene movement and set the scale. Blender and PS.

Gamescene showing different brick types. I also added motion blur to the balls which made the whole scene much more dynamic and exciting. Also made them feel a bit more 'laser' like.

Gamescene showing different brick types. I also added motion blur to the balls which made the whole scene much more dynamic and exciting. Also made them feel a bit more 'laser' like.

Force shield proximity warning UI.

Force shield proximity warning UI.

A Space Brick Ball Game

I did the art direction and most of the art on this space themed bricks game. I wanted the game scene to have movement so used top down shooter games as my influence for ther game scene scrolling backgrounds. They had multiple layers scrolling at different speeds to give a parallax effect. With the product owner I explored ideas about pilots and ships and then I had the idea of putting them together! Making the ships themselves the characters I leveraged Disney's Cars, Thomas the Tank Engine and a Twin Bee chibi aesthetic. I also liked the nod to old school shooters by having Twin Bee on my moodboard! Lastly I thought it could be fun to do 'device in device' style UI pop ups which allowed me to do LCD style pixel art in the popups, referencing back to my own early gaming days on Game & Watch. I had a concept artist direct report on this project as well who supported me.

More artwork