top of page

Super Dungeon Tactics

Environment and Assets

Super Dungeon Tactics is game I am currently working on with Grand Rapids based game company Underbite Games. The game is a planned console and PC release based on the popular tabletop game Super Dungeon Explore. This is by far of the the largest scale and varied projects i've worked on. The scope of the Project work is massive, it includes everything from asset and environment design to character and weapons design. I can honestly say I have done a little of everything on this project. I started out with designing buildings and assets for the main town in the game. The Tavern design(Left) and assets(below) eventually became the benchmark for the entire village design in later development.

While working with a team on this projects, i often found myself in a leadership position. At times I was setting the style and method for others artwork, and at other times I was the one learning new techniques from other. I found this experience to be very rewarding. I got to see other artists work from many different disciplines and work with them as a team to make the best artwork we could. 

Character Design

The Asset design that we all started with proved to be somewhat of a test to see what everyone was good at. After all the style and ground work had been laid for the production of environment assets, I was moved to character concept design. I was tasked with creating the boss of the game and variations on it based on the four main elemental forces in the game. I was given a base design of what the company was thinking and told to make it my own and give it different assets that could be easily switched in and out of a 3D rendered model. The client and I came up with an idea that the golems would all be blind, because he felt it would be "super spooky". Based on that idea i came up with the design for the magic based golem that has a visor that's welded shut and uses magic to sense his enemies. This concept was very well received

Weapons

The weapon design for Super Dungeon Tactics was based on an idea that the player would obtain weapons and then upgrade them later to one of 3 stages. Because of this game design decision, each weapon had to be designed three time with a varied level of upgrade. The Katana type weapon below was liked by the client so much that he decided to eliminate the three upgrades and make it a single weapon that would be hidden and hard to obtain in the game. His only note on the design of the weapon was, "Yeah that's awesome, but give it like 3 more skulls".

bottom of page