During my time working on Dragonspire, I was able to help out with environment VFXs and animations. Creating these assets gave me valuable insight into the VFX and animation process, allowing me to better support my team during feedback reviews for both areas. As the Art Lead, I was responsible for defining the game's overall 3D visual style and ensuring that the lighting, camera work, and level layouts complemented our gameplay mechanics. I'm incredibly grateful for the time I spent working on this game alongside such passionate and dedicated developers at the startup.
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3D ARTIST:
https://www.artstation.com/taylorlynndavis
CONCEPT ARTIST:
https://www.artstation.com/cottontan
VFX Artists:
https://www.artstation.com/natedowellvfx
Oleg Tikounov
These buffs were really fun to create. I modeled and animated the designs on 3DS Max. I then took the frames and created a sprite sheet out of them. The VFX orb was a collaboration between me and another VFX artist, Oleg Tikounov.
Idling, opening, and spawning animations of the Silver Chest. I rigged, skinned, and animated these.
Idling, opening, and spawning animations of the Gold Chest. I rigged, skinned, and animated these.
Idling, opening, and spawning animations of the Mana Chest. I rigged, skinned, and animated these.
Idling, opening, and spawning animations of the Dragon Chest. I rigged, skinned, and animated these.
In one version of the game, a crystal was used to signify the player's victory over the dragon boss, and interacting with it was required to complete the level.
In the open-world version of the game, this VFX was placed at the center of boss rooms to indicate that the encounter was available for players to complete.