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Fishing Clash
 

art direction/ people management
 

Optimisation of in-game assets. Giant Causeway fishery.
 

fishing clash cover


Templates and reusable decorative elements:


Regardless of the size of an art team or the extent to which AI-generated images are utilised, the idea of crafting entirely new, unique designs for game assets may not always be prudent. Such a practice is time-consuming and, in the absence of visual coherence, necessitates players to consistently reference in-game assets descriptions, which is suboptimal.

Through the utilisation of pre-designed templates and and leveraging reusable decorative elements as smart objects, we can rapidly compose a cohesive set of assets characterised by high quality and, more importantly, an easily comprehensible visual language for players, which makes UX of the game better.


Giant Causeway set of event assets:


Illustrating this concept, consider the 'Giant Causeway' set, where various types of boosters and event offers are based on templates that incorporate shared decorative elements, some of which are drawn from existing in-game artwork (e.g., fishery and rods).
 

Fishing Clash booster big

Huge fishery booster / Smart objects

Fishing Clash boosters

Huge rod booster / Small rod booster / Mystery fishery booster / Smart objects


It is a good practice to visually connect all related assets between each other, elements from boosters can be easily reused in other offers.
 

Fishing Clash chain offer

Chain offer / Smart objects


Same systematic approach can be used in avatars and on event screen. This makes the reward clearly connected to the event.
 

avatar

Player's avatar

Fishing Clash phone layout

Giant Causeway event screen


The underlying idea is that, by embracing templates and reusing decorations, we not only expedite production but also cultivate a coherent visual identity for the game.


Responsibilities on the project
 

Art Lead

Ten Square Games
Jun 2021 - Apr 2023
Full-time

​​

​◾ Collaborated with Product Owner, Lead Game Designer and Lead UI Artist on Product Identity.
â—¾ Developed project art documentation describing production pipeline and best practices.
â—¾ Introduced templates for streamlined content creation.
â—¾ Established collaboration workflow between content and live ops teams.
â—¾ Collaborated with the UI lead artist, providing art direction support during the development of new features.
â—¾ Supervised content quality and mentored the art team.
â—¾ Successfully scaled up content production by evaluating and onboarding an outsourcing partner, and expanding the content team to meet growing demands.
â—¾ Conducted headhunting to identify and recruit skilled talent.
â—¾ Created development plans for a 15-member artist teamFishing Clash

â—¾ Collaborated with Product Owner, Lead Game Designer and Lead UI Artist on Product Identity.

â—¾ Developed project art documentation describing production pipeline and best practices. â—¾ Introduced templates for streamlined content creation.

â—¾ Established collaboration workflow between content and live ops teams.

â—¾ Collaborated with the UI lead artist, providing art direction support during the development of new features.

â—¾ Supervised content quality and mentored the art team.

â—¾ Successfully scaled up content production by evaluating and onboarding an outsourcing partner, and expanding the content team to meet growing demands.

â—¾ Conducted headhunting to identify and recruit skilled talent.

◾ Created development plans for a 15-member artist team​​

 

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