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Thunderclap

Art Director | Visual Development Artist

Thunderclap was created in a team of 12 for my capstone project in the Game Design and Development master's program at RIT. My responsibilities included:

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  • Led a team of seven 3D and VFX artists to ensure a cohesive vision and establish and efficient asset pipeline

  • ​Developed concept art to establish a visual style that aligned with Thunderclap’s gameplay and narrative

  • Researched asset/content pipeline best practices for future student teams

 

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Build & Gameplay Video

Game Pitch

In Thunderclap, a guild of lightning-wielding mages have only ever accepted those with natural magic abilities. As an inventor without magic, you are instead equipped with cutting-edge mechanical devices built to harness and control lightning. Become the first of your kind to attempt to join the guild by completing a gauntlet of challenges designed to put your mind and gear to the test. Dare to brave the storm in this absolutely electric story.

Individual Research:
Creating An Artist-Friendly Workflow

In addition to creating a game, I researched the process of creating an asset pipeline and detailed the best practices that were used for our team's content pipeline.​

  • The best practices were the culmination of my case study on how our team developed our pipeline

  • I implemented techniques suggested by my research advisor as well as techniques I found in game studio documentaries, postmortems, and GDC talks

  • Please note that these techniques worked for our team and are not intended to be universal.​

Poster & Player Concepts

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