KEY ART
An image that conveys the atmosphere of the game, the setting and gives the player a taste of what lies ahead.
but development doesn't start there.
key art is more LIKE a cherry on the cake.
An image that conveys the atmosphere of the game, the setting and gives the player a taste of what lies ahead.
but development doesn't start there.
key art is more LIKE a cherry on the cake.

FIRST SPLIT TESTS
The customer and developers form a hypothesis of what their game might look like.
The task of the artist is to draw an illustration as if it were a screenshot.
So you can find out in advance what players will like more.
And do it at the very beginning of the development cycle.
YES, IT STARTED AS A MARS SURVIVAL :)









STORE SCREENSHOTS
Here you can see the final screenshots from the released game, as it looks at the end of the development cycle.
Can you see the difference?






ATMOSPHERIC ILLUSTRATIONS
The limitations of the gameplay and the game engine may not always involve the player emotionally. To fill his imagination with the necessary impressions, illustrations and landscapes are added to the game in the form of loading screens and banners.
The limitations of the gameplay and the game engine may not always involve the player emotionally. To fill his imagination with the necessary impressions, illustrations and landscapes are added to the game in the form of loading screens and banners.

















IN GAME SHOP OFFERS
Mobile games are often shareware. But to ensure the viability of the project, the developer needs a profit.
Therefore, advertising of goods in stores should look attractive.
Mobile games are often shareware. But to ensure the viability of the project, the developer needs a profit.
Therefore, advertising of goods in stores should look attractive.





UI SCREENSHOTS
There are a variety of activities waiting for the player, related to moving, trading, building, shooting, hunting and gathering, sorting items, as well as system messages and loading screens.
The task of the artist is to make these activities attractive, non-irritating, comfortable and uniform in style.
While moving between screens, the player must have the impression that he is in the same environment in order to keep his flow pleasant.
The composition of each screen is a story, a journey that is composed by the joint efforts of game designers, UX designers and artists.
This is an exciting and not an easy process that requires a lot of attention.
There are a variety of activities waiting for the player, related to moving, trading, building, shooting, hunting and gathering, sorting items, as well as system messages and loading screens.
The task of the artist is to make these activities attractive, non-irritating, comfortable and uniform in style.
While moving between screens, the player must have the impression that he is in the same environment in order to keep his flow pleasant.
The composition of each screen is a story, a journey that is composed by the joint efforts of game designers, UX designers and artists.
This is an exciting and not an easy process that requires a lot of attention.







CHARACTER PORTRAITS
Most people like to look at other people, this is verified by various tests. Therefore, when interacting with the game, it will be good to meet a variety of characters.
They, in turn, are also part of the gameplay and an element that forms the style and impression of the game.
Characters are my favorite part of games.
Most people like to look at other people, this is verified by various tests. Therefore, when interacting with the game, it will be good to meet a variety of characters.
They, in turn, are also part of the gameplay and an element that forms the style and impression of the game.
Characters are my favorite part of games.





















ITEM ICONS
Mutiny is a survival game, which means that you will find a lot of crafts and a wide variety of items here.
They also need to be attractive to the player.
To stimulate the player to possess them, to understand how they differ, which item is better, which is worse, what can be eaten, and what does not carry any value.
Mutiny is a survival game, which means that you will find a lot of crafts and a wide variety of items here.
They also need to be attractive to the player.
To stimulate the player to possess them, to understand how they differ, which item is better, which is worse, what can be eaten, and what does not carry any value.









































































GOOD PACKAGES
what could be better than one purchase?!
Right!
1+1=3
what could be better than one purchase?!
Right!
1+1=3




















CHARACTER CONCEPT ART DESIGN
Without inventing the character design and monsters, there would be no 3d models of them in the game.
And half the artists would die of boredom.
Without inventing the character design and monsters, there would be no 3d models of them in the game.
And half the artists would die of boredom.









LEVEL ART SKETCHES
( FOR LEVEL ART, TEXTURES, LIGHTING, PROPS DESIGN, ETC)
The same can be said about the art design of locations.
You can’t just draw a location for beauty, in this case, the calculations of game designers is also necessary.
But the artist determines the color of the sand on which the pirate will run.




















If you have become tired of the story, then it's time to immerse yourself in the atmosphere of pirate adventures!
Arr!!!
GooglePlay APPSTORE
Arr!!!
GooglePlay APPSTORE