For this project I created concept artwork for what an Endless Runner would look like to promote the release of the Hess chopper and SUV toys. I was highly involved with the level design, creating initial sketches and all 3D assets for Rain developers to work with. This game was put together by a very small team consisting of two marketing strategists one producer, two designers (myself included among the two), and three developers. It was finished and released within about five months for iOS and android devices. Recently, Hess Chopper was awarded an FWA.
http://mediarain.com/#blog
These are the final game concepts.
Since the toys can be purchased through the game app, I also created more photorealistic renders of my in-game models for show. 
Initially, I built several textures using Algorythmic Substance Designer. This tool allowed me to create procedural textures that I was able to quickly edit. The road created in the game is utilzing an Algorythmic Substance material. 
Below is a screen shot within Unity 3D of 4 level segments being fit together. Durring game play, groups of these segments are randomly generated. Several techniques were used with in Unity and Maya to quickly texture and optimize these level segments. 
This is a screenshot of a fruitstand model that I created for game play. The model was dissected into several pieces and the triggered exploding animation was done by hand since running a dynamic simulation actually would have taken a lot longer to process. In-game dynamics are also generally too expensive for most mobile games. 
This scene was sent to the client to demo the in-game light source and vehicle sizes. Unfortunatly, any sort of shadow effect / trick was too expensive to use for this mobile game – due to the need for random level generation.
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