HaberDashers is a console-style arcade (kart) racer for the PC in which players control miniature humanoid inhabitants of an everyday home, racing past outsized household items and through rooms as they compete against human and AI opponents with both driving skills and item pick-ups.

 
 

Statistics

Project Length: 15 Weeks (Completed May 2020)

Team Size: 57 Developers (15 artists)

Weekly Hours: 15

Engine: Unreal Engine 4

Platform: PC

Download it on Steam! https://store.steampowered.com/app/1062100/HaberDashers/

Lead Artist - Responsibilities

  • As Art Lead, it was my primary responsibility to develop the art direction of the game. I worked with the GD, fellow artists, and the other leads on the team to achieve this goal. I compiled references, did paint overs and relayed feedback to individual artists.

  • I was responsible for collaborating across disciplines and individual teams to maintain the cohesive art direction and visual language. This role was project long and included working both in-person and online in a virtual space.

  • I also spoke on behalf of the artist when critical decisions were being made at the lead level, speaking directly with our stakeholders.

  • Early in production, when the art lead had yet to be chosen, I worked on vehicle concepts for the team and gathered reference for my fellow artists.

Individual Work

ART STYLE GUIDE + ART DIRECTION PROCESS

In the concept stage of development, we had a loose framing from our GD of The Borrower's book series and film inspirations such as The Secret World of Arietty. To get more familiar with the team's strengths and weaknesses, there was a lot of rapid concept development of all forms. Here's a small collection of those concepts created by Liz Wang, Jade Luo, Saad Baloch, Yi Luo, Lisa Liu, and Dana Brooks

High Concept Image

Concept by Liz Wang

Concept by Liz Wang

 After looking at the concept work created by my fellow artists and speaking with our GD, Arthur Davis, I began to gather reference images. I compiled them into call-out sheets and mood boards. I pulled color pallettes from them and used the home building tools from The Sims 4 to create some of the layouts. I took these images and put them up in our studio, when we moved online I posted these where everyone could see them.

After compiling a visual library, a codex of colors, themes, silhouettes, and forms I took screenshots of our levels and painted over them. All of this information was placed in the ASG and linked for everyone to see.

callout2.jpg

Living Room Callouts

callout3.jpg

Living Room Paint Over + Material Callouts

callout.jpg

Bathroom Callouts

callout4.jpg

Kitchen Callouts

callout5.jpg

Living Room Paint Over + Material Callouts

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