I built the level block-out in UE5 to playtest the space, then designed over the top of the block-in to define details for the 3D team.
A second view of the Lobby testing the readability of the in-game shop.
A design for the Holo-Vender in the in-game shop.
Above: a trailer showcasing the Lobby Area in the Fortnite portion of the event.
An isometric view + line-drawing to help the 3D team understand the geometry of the space. Oftentimes line drawings provide a lot more clarity for 3D teams than fully painted concepts.
Below: videos and images of the Endless Runner and AR games. You can see some of the design work I did for these if you scroll further down.
A design for multiple assets in the Augmented Reality 'Stacker Game' for Tik Tok.
The focus here was on the readability of the player objective. This fuel meter had to incorporate EE branding, whilst visually communicating the goal of the game.
Some design options for the collectible batteries, and the slot into which they are inserted.
This robot character had to have a lot of visual interest whilst being very low-poly!
Various player costume designs for the Endless Runner; the main challenge here was producing fresh, readable designs within the parameters of EE's brand guidelines, that would work on an iPhone screen.
The final character design for the Brighton Pier AR game; and a full-body design which was turned into a real-life statue situated at Brighton Pier!
For the Endless Runner I produced asset designs in an isometric perspective, so they were easy to understand for 3D.
Figuring out how to present iconic landmarks with low-poly geometry!
A cute little UI element for the Endless Runner.