Super Slash 'n Grab
by Content Locked Games, 15 person team June 2014 - December 2014 Super Slash 'n Grab (SSG) is a fast-paced 1-4 player medieval "hack & stash" where players take on the role of thieves, competing to steal the most valuables and rack up the most kills as they adventure through the various rooms of a deadly castle. Along the way they will have to dodge traps, slide across ice, and fight guards to ensure they can reach the castle's treasury and retrieve their precious Theives' Code.Super Slash 'n Grab (SSG) is a fast-paced 1-4 player medieval "hack & stash" game where players take on the role of thieves, competing to steal the most valuables and rack up the most kills as they adventure through the various rooms of a deadly castle. My Role: Art Lead Created art assets for SSG, as well as worked with the rest of the team to maintain a unified art vision for the game. Also discussed game ideas with the rest of the team to ensure the project was well scoped. Lead responsibilities: - Lead a Four artist team - Upheld the art direction throughout development by reviewing and critiquing assets to ensure consistency in quality and style - Managed art tasks and worked with Producer to maintain project scope - Art Documentation - Facilitated pipeline - Worked with other departments to ensure art assets were implemented correctly - Created primary art warehouse for designers and artists to reference Art responsibilities:
- Created initial concepts for characters, environment, props, and UI - Modeled and textured various assets including: bag of coins, gold bar, gems, crossbow, and cannonball pile - Created all in game particles - Created all assets for the HUD and Menu - Made all in game animations, including character animations and environmental animations, as well as as animations for the trailer and splash screens - Conceptualized cut scenes, and animated the ending cut scene using another artists drawings to ensure the milestone was met - Special effects on characters and environment assets done through material setup including: water, flickering lights, glowing embers, and burned characters - Designed game logo, t-shirt, and conceptualized the poster composition |
Mini Postmortem:
What went well:
- The game had a strong initial vision that was refined through out development - Cross department communication between leads, which helped keep the entire team well scoped - Significant feedback, received both externally and internally |
What needed improvement:
- Having all the artists buy-in to the art style and fixed camera angle - Slow development resulted in a lot of tasks being cut, as well as preventing polish in certain areas - Having a detailed pipeline set in the beginning would have helped the overall development process |
What I learned:
- Positive and negative attitudes of individual team members can influence the whole team - Feedback and iteration helps everyone to refine and polish the game where it needs it most - Flexibility and adaptability allow for more tasks to be completed quicker |