TOM EBNER ART DIRECTION & PORTFOLIO
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.
Meet the team!
STYLIZATION MOOD BOARD
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Vibrant colors, bouncy, and cute
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Cozy, relaxing, no pressure progression
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Adorable and expressive characters
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Fun and adventure, streamline gameplay
OVERALL FEEL
MOBILE GAME INSPIRATION
VIBRANT COLOR, BOUNCY, FUN
VIBRANT COLOR, CHARACTER DRIVEN
GAME PIECE EXAMPLES
ADVENTURE, COLORFUL, AND MYSTERIOUS
ENVIRONMENT INSPIRATION
CHARACTER INSPIRATION
ADORABLE AND EXPRESSIVE
DISNEY POP TOWN
GAME BOARD EXAMPLES
STYLIZATION MOOD BOARD
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Vibrant colors, bouncy, and cute
-
Cozy, relaxing, no pressure progression
-
Adorable and expressive characters
-
Fun and adventure, streamline gameplay
OVERALL FEEL
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.
Create a blueprint for the layout of the whole map. This includes areas for POI's and progression zones.
Initial design process for layout of buildings and decos.
Create base concept for overall look and feel of starter area.
Full environment concept and issues including POI's and solutions.
Create style guide for the look and feel for isometric building practices.
FINAL WORKING ISO ENVIRONMENTS
Notes for in house and external deco creation.
Instance concepts and issues and game design.
Introduce game design aspects to make the environment more appealing.
Make a massive library of world assets.
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
Continued Character Designs
Initial game play layout pitch.
Game piece direction guide.
Platform solutions for level designs
Forest tile breakdown for levels.
Final working game pieces.
Game piece explorations.
Animation direction for platformer.
Background direction and edits.
FINAL WORKING LEVELS
FINAL WORKING UI
In game fog problems and solutions breakdown.
UI exploration
Effects and animation concept
Powerup exploration