R.A.M. Real Action Multiplayer
2024
Developer: WildGames.
Platform: Mobile.
My Contribution: Art Director / Artist.
R.A.M. is a first person shooter arena where humanoid animals fight between each other in epic battles. I was in charge of the Art Direction and occasional managment. Since we were a small team I did a bit of everything.
I spent most of my time working on concepts, level design & art, characters, rigs and implementation. We also relied on outsourcing for many 3D assets and AI for textures and concept bashing.
Above: Front End. Visual Target.
Johannes Ohlenschläger, our UI artist, and myself worked on this image which served as a guide to us all for what the game should feel like. This was the Front End of the game. We wanted to communicate, from the very start, that this is not a cartoony game, this is a gritty game but a little bit crazy too.
We were trying to keep costs low until we could prove that the game is financially profitable. For this reason the characters were developed by outsourcing teams, myself or collaborators. Most of these weapons were modified from free assets. Eventually I painted all the characters (below) in order to give them that aggressive and gritty look that we were going for.
Wolfie
Hyena
Panda
Racacoony
Image Above: Hyena.
I created the Hyena character from the anatomy up. First I created a basic skeleton with the proportions I wanted on which I drew all the muscles. I solved the movement mechanics by doing this anatomical work. Afterwards I could dress the character.
Image above: Rataboom.
This rat character is an example of how we used AI for concept art. I generated several AI images which later I painted together. This technique was used with many character like the Racoon and the Lizard below.
Above: Racacoony design. AI bash.
Above: Lizardo design. AI bash.
I also used AI to create textures for environments. Since I created modular set pieces to build our levels, it's easy to replace texture patterns and add variety.
Image above: Bazar Level during day time. Image below: Bazar Level during night time.
R.A.M. was a mobile shooter which means that we were limited by the device in many areas. Our team dedicated a lot of effort to make levels apealing and beautiful. We did not want to take the player into a gloomy and depressing setting. It is true that our game was "darker" than the average mobile game but we wanted it to feel like a place where you would like to be.