Role: Design Management, Design Strategy, Technical Art
Primary tools:Photoshop, Flash, XML
Overview: At Hidden City Entertainment, I led the technical design of game art, including an innovative skinning system for avatars, introduced the use of programmatic filters for scene effects, and scripted animation effects for interactive elements. I was also responsible for documenting technical art specifications, including avatar, inventory, npc and map artwork. This project involved close collaboration with the development team and culminated in a comprehensive technical art specification document.
Process: The primary challenge was to streamline the art pipeline, develop sustainable technical art systems, enhance dynamic rendering, insure economy and speed of production, while maintaining a high degree of customization and flexibility for users. The system needed to support an extensive library of clothing, accessories, environmental and inventory objects, maps and characters, which were reusable for extended storytelling and gameplay.
Results: The systems I engineered and documented streamlined the production and integration of new game art and organized the vast library of game art elements. This system demonstrated my ability to lead complex design projects, collaborate with cross-functional teams, and deliver innovative solutions. The resulting system provided a flexible and scalable framework for the production of game art.