Looking Glass Factory

Convention Handout Concept Illustrations

These were done for Alex and Hannah Hornstein when they were still working for Looking Glass Factory and were used for convention handouts which were about how the potential future of the Looking Glass hologram products. Except for this one that was based on Looking Glass 8.9 Gen 1 which was their newly released product back in 2019.

Rocketsheep Studio

Hayop Ka! (You Animal!) The Nimfa Dimaano Story

Initial color pass for Nimfa Dimaano’s apartment set in Manila for the animated Netflix movie Hayop Ka! Directed by Avid Liongoren. Written by Manny Angeles.

Lab Zero Games

Indivisible - Ashwat Concepts

Indivisible fence paint-over for the Ashwat tutorial level. Players learn the slide move under the fence hole. Character Art and Creative Director: Alex Ahad Lead Environment Artist: Max Gonzalez

Overpaints of a revision for Kala’s statue with a normal and a destroyed state.

Mock-up of Kala’s statue in the statue chamber.

Ancient statue and lantern concepts.

Lab Zero Games

Indivisible - Tai Krung Concepts

Indivisible Concept Art for Tai Krung

Concept art for Ginseng’s parent’s herbal potion shop in Tai Krung. Character art and Creative Director: Alex Ahad Environment Lead Artist: Max Gonzalez.

Marketplace concept for Tai Krung. Based on southeast asian markets. Characters by Alex Ahad. Lead Environment Artist: Max Gonzalez.

Tai Krung streets, neon signage, and restaurant concepts. Characters by Alex Ahad. Lead Environment Artist Max Gonzalez.

Unused concept of an opium den for Tai Krung.

Tai Krung restaurant signage concepts. The Jollibee inspired sign was officially named Jolly Katydid. I believe Happy Ghost was turned into neon signs.

Another unused concept of a Thai-style house altar for the streets of Tai Krung.

Tai Krung Script, second pass. This was an amalgamation of Baybayin and southeast asian scripts. This sheet is one pass behind the final vector pass done by Alpha Gamboa. Seen and used throughout the game.

Lab Zero Games

Indivisible - Almutah Sands Concepts

Various Almutah Sands prop concepts.

Almutah Sands rock formation, ground, and staircase modular 3d mockups.

Disney Interactive

Pirates of the Caribbean:  Isles of War

 

RockYou

Bakery Blitz

Saga maps for RockYou's cooking game Bakery Blitz!  The whole game takes place in a fictional place where all the lands you visit with your airship are all floating islands.  The style was set to be mostly flat, inspired a bit by midcentury modern cartoons.  

Bakery Blitz logo is designed by Kelly Kusumoto.

Art Director -  Charles Suwannaporn. 
Art Lead -  Ubin Li 

Kitchen Scramble

These are saga map illustrations done for the mobile game Kitchen Scramble.  Each land had its own theme bassed on an existing place or event.  There also had to be a huge presence of food structures or landmarks on them.

These maps shared pretty much the same loose 2-point perspective and had to flow as seamlessly as possible into each other.  The roads later contained level dots and some UI elements went over the upper and lower parts of the screen.  This is where the player selects whichever level they wanna play or replay during the course of the game.

 Ambient map animations (not shown) were added by Benjamin Paras.

Art Directors :  Charles Suwannaporn 

Art Lead:  U-bin Li

 

Animal Collection Game Concepts (Cancelled Game)

This was a bunch of concepts for another game pitch for our studio.  This time,  it's an animal collection game inspired by Kleptocats.

A seagull,  a cat,  an alligator,  a narwhal,  a fox, and an elephant were selected for the style exploration. This batch was the one that got the most attention, since we potentially could've done lowpoly  models of them in 3d, once the game was greenlit.

  Style 2 was all about soft shading and softer shapes.

Style 3 was supposed to look more like blocky children's toys.  

This collage is a bunch of styles and environments we were pitching for the different planets.  I included some tropical planets,  a barren fossil planet,  some calm peaceful park-like ones,  and a archaeological dig planet with some ruins.

These were a batch of ship interior and  upper ship deck since we were also pitching that the animals could be space pirates that go to other worlds to collect random stuff that they liked.  

The collage above are a couple of styles we eventually used for the pitch.  I was channeling some Animal crossing vibes with  all the patterns on the different objects and surfaces.  The row Ahad more of a layered perspective look and row B broke more perspective rules and was more flat, but was hopefully more readable once the scene got cluttered with the collected objects. 

 

Lab Zero Games

Skullgirls Cleanup Animation (Click static pics to play animations.)

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Click to zoom.

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