Raid Valley
2022
Developer: WildGames.
Platform: Mobile.
My Contribution: Art Director / Artist.
Raid Valley was our first project at Wild Games. It's a Clash of Clans and First Person Shooter cross over. I was responsible for the Art Direction and UI but since we were a small team I worked in all areas of art development.
Wild Games was a mobile games developer start up backed up by SuperCell. We were a small team and our goal was to create accessible experiences for our players.
Concept Development
Raid Valley consists of two parts: the Building Part and the Fighting Part. When you build your base you are high above the groud looking at it from a bird's eye view; but when when you are fighting you are at ground level. For this reason the buildings had to work two ways: from far away and up close.
Bird's eye view of Player's base.
Concept for HQ building progression.
Above images: Building design.
Each building had a progression tree and each step had to be visually different. There were all kinds of buildings. In order to keep things organised for ourselves and our outsourcing company I created a workflow and art guidelines to follow.
Material guidelines sheet.
Textures and Materials guidelines.
Guidelines for design of Architectual elements.
Examples of screens' iconography.
Sam. Character design evolution.
I desgined the first characters with photobashing. After we defined our art style I was able to update them accordingly.
Guidelines for skeleton proportions.
Guidelines for color grading.
Guidelines for facial design.
Character Design for Guards.
Exploration for a character for the game.
Above images: Weapon design progression.