Hey guys, I guess it's my turn.
Animation makes me want to curl up in a ball and cry, so I do the backgrounds
Starr Mazer is the first project I've worked on that has had an actual release ( well I guess there was Dungeon Dashers as well, but DSP feels more official). By far the biggest team I've worked with, which led to a dynamic completely different than I'm used to. On freelance stuff I usually self art direct, and have nearly full control over the final output ( besides client suggestions). Level 1 of DSP was a beast with it's 3 transitions, and Kirk, Maximo, the programmers, and even the sound guy had their hands in it some way; mostly palette and layout edits. Here's some of the more interesting files from my folder:
Where it all begins!
First version of the clouds
Final version with modified palette, and flatter background clouds. Originaly the clouds were going to be mostly stationary to be in the far distance, but rightly so, the team decided to have them all move at a considerable rate, making for a more dynamic segment
Rough smoke clouds with some unused building assets
Background set piece: abandoned gate. Cute story behind this asset, it was supposed to be the gate that the player goes through to speed up, but we didnt want to tax the programmers with the issue of collision and giving it translucency when sprites pass through it, so I came up with an easier solution, and stuck this in the background with some battle damage. Felt kind of fitting to find such a use for an asset that was literally scrapped
Mockup segment of the Numspa Gate, including the light based circular gateway at the beginning that replaced the asset above. PPD did the space background that lies beneath this, and is present throughout the game
A lot of this was done under the crunch of EA. I hope to redouble my efforts and make some even cooler stuff for acts II and III :]