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Xadia- Art Dump

I came onto The Dragon Prince: Xadia as the Character Lead in Nov 2022. There was still lots to do: several bosses, enemy difficulty progression, civilian NPCs, cel shading facial refinements, a platform switch from PC to mobile only, and so much polish. I'm proud to say we got it across the finish line in July 2024.
This is a collection of some odds and ends I worked on in that time.

Queen Crawler Boss textures. This was  a good study on how to art direct textures for a cel shaded game.
Letting shading define shapes too much ruined the 2d look. Long gradients helped separate, and sharp highlights made some details pop.

Queen Crawler Boss textures. This was a good study on how to art direct textures for a cel shaded game.
Letting shading define shapes too much ruined the 2d look. Long gradients helped separate, and sharp highlights made some details pop.

A small amount of props work in making the Skyhook, a tool that every hero needed to be able to use to traverse the Sky Region

A small amount of props work in making the Skyhook, a tool that every hero needed to be able to use to traverse the Sky Region

Civilians for the Sky Region. They were a prototype for quickly cranking out NPCs that required minimal rigging attention.

Civilians for the Sky Region. They were a prototype for quickly cranking out NPCs that required minimal rigging attention.

A kitbash for a miniboss, the FanFighter. She had to noticably be an upgrade to the basic fan fighters, but with minimal rigging updates.

A kitbash for a miniboss, the FanFighter. She had to noticably be an upgrade to the basic fan fighters, but with minimal rigging updates.

Claudia's wolf spirits summon high poly. The faces had uv based animation between expressions.

Claudia's wolf spirits summon high poly. The faces had uv based animation between expressions.

Border Region Enemies Difficulty Progression.  At different difficulties, some stronger enemies had to be noticeably different on a mobile screen.   Color and value changes were the best update for this retrofit onto already finished character art.

Border Region Enemies Difficulty Progression. At different difficulties, some stronger enemies had to be noticeably different on a mobile screen. Color and value changes were the best update for this retrofit onto already finished character art.