Initially, I created some thumbnail composition options, and the concept art team helped choose the best one to continue the process.

With the thumbnail chosen, I started working in Photoshop using shapes. I also used a scene in Unity, created by the Technical Art team, to capture a PNG image of the 3D avatar model in any position. At that time, we usually used this kind of resource to assist in the creation of splash arts because it allowed us to simply overpaint and make some adjustments in Photoshop.

Another interesting aspect of the creation process was that we tested the event’s new outfits on the characters in the splash art, and the product team decided which option was the best to reveal the new assets of the event. Here, I present some of these options, in which the composition remains the same, with only the avatar outfits changing.

This was my final version of the splash art (and my favorite version too <3).

Final version used in the game. 

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Email: vanessagomes.art@gmail.com


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