I served as Lead Artist/Lead Concept Artist on Hyper Light Breaker from the prototype phase through the first two years of production, and I also provided Art Direction for the environments through EA release.
I primarily concepted and oversaw the visual development of the environments, but also concepted most of the gear and vehicles. I made an uncountable number of 3d blockouts. I contributed in-game modeling, decking, lighting, and composition work, e.g. prototyping the boss arenas. I also contributed to some UI, promotional, and in-game illustration work.
Another significant contribution I made to the art team was creating the pipelines that support the asset side of the procedurally generated environments, and managing the maintenance/upkeep of the asset flows and best practices.
At the studio level I was responsible for hiring for the art team, running review meetings, standardizing department titling, handling internal resource management and skills development.
Some paintover pieces I share here use assets created by the amazing environment team: Meagan Glennon, Will Tate, Cameron Hughes, Danielle Wallace, Marissa Borowski, and Jaume Rovira. As well as terrain and skyboxes created by the techart team Christian Sparks and Len White