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TOM EBNER ART DIRECTION & PORTFOLIO

OVERVIEW          MOOD BOARD VISUAL DIRECTION          ENVIRONMENT DIRECTION          CHARACTER DIRECTION          GAMEPLAY DIRECTION AND UI      

Art Director overseeing the visual development of Jellyvale from concept through launch. Responsible for establishing the creative vision, guiding character design, environments, gameplay art direction, mentoring the art team, and contributing directly to key assets to ensure consistency, quality, and alignment across the player experience.

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Meet the team!

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Defining the visual language of Jellyvale

MOOD BOARD - INSPIRATION

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STYLIZATION MOOD BOARD

  • Vibrant colors, bouncy, and cute

  • Cozy, relaxing, no pressure progression

  • Adorable and expressive characters

  • Fun and adventure, streamline gameplay  

OVERALL FEEL

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MOBILE GAME INSPIRATION

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VIBRANT COLOR, BOUNCY, FUN

VIBRANT COLOR, CHARACTER DRIVEN

GAME PIECE EXAMPLES

ADVENTURE, COLORFUL, AND MYSTERIOUS

ENVIRONMENT INSPIRATION

CHARACTER INSPIRATION

ADORABLE AND EXPRESSIVE

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DISNEY POP TOWN

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GAME BOARD EXAMPLES

STYLIZATION MOOD BOARD

  • Vibrant colors, bouncy, and cute

  • Cozy, relaxing, no pressure progression

  • Adorable and expressive characters

  • Fun and adventure, streamline gameplay  

OVERALL FEEL

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ISO ENVIRONMENT ART DIRECTION

World building and style definition.

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BASE PROPOSAL

This is the initial design presented to me. My task was to iterate and redesign the whole concept. Make it fun, exciting, and indulgent. 

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Create a blueprint for the layout of the whole map. This includes areas for POI's and progression zones.

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Initial design process for layout of buildings and decos.

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Create base concept for overall look and feel of starter area.

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Full environment concept and issues including POI's and solutions.

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Create style guide for the look and feel for isometric building practices. 

FINAL WORKING ISO ENVIRONMENTS

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Notes for in house and external deco creation. 

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Instance concepts and issues and game design.

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Introduce game design aspects to make the environment more appealing.

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Make a massive library of world assets. 

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CHARACTER & VISUAL DEVELOPMENT

Character design challenges and solutions. Process of creating a visually pleasing and compelling character base.

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BASE PROPOSAL

Initial concept presented to me. Challenges for this include shape, appeal, animation, and game play.

First round of concepts from scratch to color. Challenges pointed out with what works, what's discovered, and what direction to head in.

Finalizing the design. Push and pull of what works and what doesn't. 

Mood board: Characters need to be cute, adventurous, rounded, and customizable.

Next steps, challenges, and push to a final concept.

Final push for personality and color pass.

Kat final touches.

FINAL WORKING HERO DESIGN

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Continued Character Designs

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Kat_Use_Lever_Demo (1).gif

GAMEPLAY DIRECTION AND UI

Identifying obstacles and solutions for art and game design conformity.

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Initial game play layout pitch.

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GAME PIECE GUIDE

Game piece direction guide.

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Platform solutions for level designs

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Forest tile breakdown for levels.

Final working game pieces.

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Game piece explorations.

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Animation direction for platformer.

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Background direction and edits.

WORKING LEVEL EASY
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FINAL WORKING LEVELS

FINAL WORKING UI

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In game fog problems and solutions breakdown.

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UI exploration

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EFFECTS AND FLOW CONCEPT

Effects and animation concept

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Powerup exploration

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