Summary
Summary
Summary
Scroll to Discover
2021 - 2022
Super Squad is a free-to-play Multiplayer Online Battle Arena (MOBA) where players fight for domination over a verity of battle arenas and game modes.
The game has received a 70% positive rating on steam and grew a tight 2,000 member discord community on launch as well as gaining attention from Esports News, IndieDB and the creator of Atari, Nolan Bushnell.
As part of a four-person art team, I contributed to a wide range of disciplines, including Environment art, Texturing, Character modelling and Particle Systems.
Below you’ll find a small selection of some of some of my work.
Super Squad is a free-to-play Multiplayer Online Battle Arena (MOBA) where players fight for domination over a verity of battle arenas and game modes.
The game has received a 70% positive rating on steam and grew a tight 2,000 member discord community on launch as well as gaining attention from Esports News, IndieDB and the creator of Atari, Nolan Bushnell.
As part of a four-person art team, I contributed to a wide range of disciplines, including Environment art, Texturing, Character modelling and Particle Systems.
Below you’ll find a small selection of some of some of my work.
Super Squad is a free-to-play Multiplayer Online Battle Arena (MOBA) where players fight for domination over a verity of battle arenas and game modes.
The game has received a 70% positive rating on steam and grew a tight 2,000 member discord community on launch as well as gaining attention from Esports News, IndieDB and the creator of Atari, Nolan Bushnell.
As part of a four-person art team, I contributed to a wide range of disciplines, including Environment art, Texturing, Character modelling and Particle Systems.
Below you’ll find a small selection of some of some of my work.
Scroll to Discover
[001]
The Prospector NPC

The Prospector was one of the non-playable characters intended to be added into Super Squad as a merchant the player could buy upgrades from.
[001]
The Prospector NPC

The Prospector was one of the non-playable characters intended to be added into Super Squad as a merchant the player could buy upgrades from.
[001]
The Prospector NPC

The Prospector was one of the non-playable characters intended to be added into Super Squad as a merchant the player could buy upgrades from.
[002]
Dextra Premium Skin

This was one of the top premium skins for the playable character Dextra which could be unlocked through the in-game store or archiving a high level with the character.
[002]
Dextra Premium Skin

This was one of the top premium skins for the playable character Dextra which could be unlocked through the in-game store or archiving a high level with the character.
[002]
Dextra Premium Skin

This was one of the top premium skins for the playable character Dextra which could be unlocked through the in-game store or archiving a high level with the character.
[003]
2022 Charecters & Skins

A handful of characters and skins I created for Super Squad in 2021. Throughout my time developing Super Squad, I contributed over 30 skins for 14 unique characters.
[003]
2022 Charecters & Skins

A handful of characters and skins I created for Super Squad in 2021. Throughout my time developing Super Squad, I contributed over 30 skins for 14 unique characters.
[003]
2022 Charecters & Skins

A handful of characters and skins I created for Super Squad in 2021. Throughout my time developing Super Squad, I contributed over 30 skins for 14 unique characters.
[004]
UI Motion Graphics
Motion graphics created for the character select UI before the start of matches. Each graphic was rendered as a sprite sheet which was linked to a material specifically for 2D Motion graphics.
As I was a generalist at Bad Fox, materials, sprites and motion graphics was one of my disciplines. This was because I would normally create bespoke materials and motion graphics for in game particle systems.
[004]
UI Motion Graphics
Motion graphics created for the character select UI before the start of matches. Each graphic was rendered as a sprite sheet which was linked to a material specifically for 2D Motion graphics.
As I was a generalist at Bad Fox, materials, sprites and motion graphics was one of my disciplines. This was because I would normally create bespoke materials and motion graphics for in game particle systems.
[004]
UI Motion Graphics
Motion graphics created for the character select UI before the start of matches. Each graphic was rendered as a sprite sheet which was linked to a material specifically for 2D Motion graphics.
As I was a generalist at Bad Fox, materials, sprites and motion graphics was one of my disciplines. This was because I would normally create bespoke materials and motion graphics for in game particle systems.
[005]
Particle Systems
Snippet of some of the particle systems I developed for Super Squad, taken from the gameplay trailer.
Each character had their own unique abilities, projectiles and particle systems. Premium skins for the characters would also have more unique ability and projectile particle effects.
I was also responsible for general particle effects used throughout the game such as Fire and Water.
To keep the game optimised, a master material was created for ability particle systems which allowed unique instances to be created to allow each ability to feel bespoke. Sprites and textures were also re-used as much as possible to reduce the game’s download size although, some abilities required their own unique sprites.
It was important each ability had its own unique identity, so the player could quickly differentiate which buff / Debuff was applied to them during the carnage of an online battle. Healing abilities were coloured green, damage abilities were coloured red and other debuffs were coloured blue or yellow.
The bright colour palette of all the particle systems also helped to harmonise with Super Squad’s vibrant art style, to help the game grow attention by complimenting gameplay footage in trailers and user generated content.
[005]
Particle Systems
Snippet of some of the particle systems I developed for Super Squad, taken from the gameplay trailer.
Each character had their own unique abilities, projectiles and particle systems. Premium skins for the characters would also have more unique ability and projectile particle effects.
I was also responsible for general particle effects used throughout the game such as Fire and Water.
To keep the game optimised, a master material was created for ability particle systems which allowed unique instances to be created to allow each ability to feel bespoke. Sprites and textures were also re-used as much as possible to reduce the game’s download size although, some abilities required their own unique sprites.
It was important each ability had its own unique identity, so the player could quickly differentiate which buff / Debuff was applied to them during the carnage of an online battle. Healing abilities were coloured green, damage abilities were coloured red and other debuffs were coloured blue or yellow.
The bright colour palette of all the particle systems also helped to harmonise with Super Squad’s vibrant art style, to help the game grow attention by complimenting gameplay footage in trailers and user generated content.
[005]
Particle Systems
Snippet of some of the particle systems I developed for Super Squad, taken from the gameplay trailer.
Each character had their own unique abilities, projectiles and particle systems. Premium skins for the characters would also have more unique ability and projectile particle effects.
I was also responsible for general particle effects used throughout the game such as Fire and Water.
To keep the game optimised, a master material was created for ability particle systems which allowed unique instances to be created to allow each ability to feel bespoke. Sprites and textures were also re-used as much as possible to reduce the game’s download size although, some abilities required their own unique sprites.
It was important each ability had its own unique identity, so the player could quickly differentiate which buff / Debuff was applied to them during the carnage of an online battle. Healing abilities were coloured green, damage abilities were coloured red and other debuffs were coloured blue or yellow.
The bright colour palette of all the particle systems also helped to harmonise with Super Squad’s vibrant art style, to help the game grow attention by complimenting gameplay footage in trailers and user generated content.
[006]
Portal Particle System
Portal Effect and Particle System created in Unreal’s Niagara particle editor used in the Titles. The portal was a pre-render created in Unreal, this was due to the high number of particles used to create the supernatural swirling and whispering effect.
The in-game variation of the portal which was used in matches was significantly optimised however, a similar result was still achieved.
[006]
Portal Particle System
Portal Effect and Particle System created in Unreal’s Niagara particle editor used in the Titles. The portal was a pre-render created in Unreal, this was due to the high number of particles used to create the supernatural swirling and whispering effect.
The in-game variation of the portal which was used in matches was significantly optimised however, a similar result was still achieved.
[006]
Portal Particle System
Portal Effect and Particle System created in Unreal’s Niagara particle editor used in the Titles. The portal was a pre-render created in Unreal, this was due to the high number of particles used to create the supernatural swirling and whispering effect.
The in-game variation of the portal which was used in matches was significantly optimised however, a similar result was still achieved.
[007]
Low Poly Car

This car was one of the many environments props I created for our maps. The car features in Super Squad’s “Human” maps and could be used as cover by the player.
[007]
Low Poly Car

This car was one of the many environments props I created for our maps. The car features in Super Squad’s “Human” maps and could be used as cover by the player.
[007]
Low Poly Car

This car was one of the many environments props I created for our maps. The car features in Super Squad’s “Human” maps and could be used as cover by the player.
[008]
Low Poly Car Tapology

Topology of the Low-Poly Car before polys were reduced during the optimisation phase of development.
[008]
Low Poly Car Tapology

Topology of the Low-Poly Car before polys were reduced during the optimisation phase of development.
[008]
Low Poly Car Tapology

Topology of the Low-Poly Car before polys were reduced during the optimisation phase of development.
[009]
Urban Battle Grounds

During Super Squad’s development, each of us artists were responsible for developing a map each which would be used in game and tested with the community.
This was the map I oversaw developing, which became a player favourite with the community.
The map was inspired by the glamourous town houses of both Notting Hill and Kensington. I felt this fitted well with Super Squads quirky and ambiguous 50s / 60s aesthetic.
[009]
Urban Battle Grounds

During Super Squad’s development, each of us artists were responsible for developing a map each which would be used in game and tested with the community.
This was the map I oversaw developing, which became a player favourite with the community.
The map was inspired by the glamourous town houses of both Notting Hill and Kensington. I felt this fitted well with Super Squads quirky and ambiguous 50s / 60s aesthetic.
[009]
Urban Battle Grounds

During Super Squad’s development, each of us artists were responsible for developing a map each which would be used in game and tested with the community.
This was the map I oversaw developing, which became a player favourite with the community.
The map was inspired by the glamourous town houses of both Notting Hill and Kensington. I felt this fitted well with Super Squads quirky and ambiguous 50s / 60s aesthetic.
[010]
Urban Battle Grounds Topview Map

Top-down view of the Urban Battlegrounds map. Multiple lanes are provided to the player to flank each point from their team’s spawn. They can also jump straight into the action and try to capture the middle point C.
The map produces some fantastic close quarter battles between players, with each match feeling fast pace as players would continue to rotate and flank each point.
[010]
Urban Battle Grounds Topview Map

Top-down view of the Urban Battlegrounds map. Multiple lanes are provided to the player to flank each point from their team’s spawn. They can also jump straight into the action and try to capture the middle point C.
The map produces some fantastic close quarter battles between players, with each match feeling fast pace as players would continue to rotate and flank each point.
[010]
Urban Battle Grounds Topview Map

Top-down view of the Urban Battlegrounds map. Multiple lanes are provided to the player to flank each point from their team’s spawn. They can also jump straight into the action and try to capture the middle point C.
The map produces some fantastic close quarter battles between players, with each match feeling fast pace as players would continue to rotate and flank each point.
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