DUSK GUARD

FUZZY BOT INC.

Role: Art Director & Co Creative Director

An internal project at Fuzzy Bot that would have saw our animated Saturday morning cartoon aesthetic mature into a more edgy anime one. I came up with the idea for a world of monsters where all technology is fueled by monster biology and worked with with Co Creative Director Max Spielberg to evolve the concept into the one seen below. The main thrust of the Art direction was to infuse our modern world with a sense of the macabre and gothic.

The Setup

“Project Neptune is set XX years after an alien invasion of Earth. However, this is an alternate history of Earth. One in which Humans and Monsters co-exist with a "relative" peace. Monsters have always stalked and fed upon humans, but when the Black Plague of the 1300s struck, it was discovered that Monster blood could cure human disease. Thus began a conflict with Humans consuming Monsters, and Monsters consuming humans. That was until sometime in the early 1800s when a mysterious Alien substance was discovered. It could provide limitless, sustainable power for technology, it could cure human diseases, and it could provide food for Monsters. This was known as The Great Unifier. A miracle substance the ushered in a period of peace and prosperity. Unknown to the population of Earth this was in reality a Trojan horse. A seed for a malevolent Alien race that consumes and mutates all that it comes in contact with. It would take time but they would find their way to Earth, and consume it. That time is now.”

DUSK GUARD ANIMATION

Once again working with Half Giant studios we created this amazing animation to showcase the vibe of our world. I wrote the script for this piece and worked with the team at Half Giant to help realize our concepts in an animated format.

DUSK GUARD SIZZLE REEL

Very early in game capture showing off the beginnings of our gameplay and art style.

DUSK GUARD PITCH DECK (SELECTED PAGES)

Working with our concept artists we put together this deck for Gamescom. We wanted to show both the tone of the project, potential screenshot from the game could look like and the overall flow of the gameplay experience.

KEY ART

ART BIBLE (SELECTED PAGES)

While still early and in flux, I thought it beneficial to provide the art team with guiderails to help focus our energy as we worked on our prototype.

ART DIRECTION PITCH DECK (SELECTED PAGES)

Partway through our prototype I felt that the look of our game was not expressive enough and I wanted to pivot our efforts into something that was more reflective of our Teaser animation (seen above) and our concept art. My thesis was to eschew the use of textures for a more flat shaded anime aesthetic. This was my pitch to the team and management for buy in (which was thankfully unanimously enthusiastic),

PROTOTYPE ASSETS

Though we didn’t have much time on this project our small team of 5 (including 2 concept artists) were able to put together a pretty cool prototype gym.