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NANO HEROES

OPEN WORLD TOWER DEFENSE

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I was responsible for the visual development throughout the production, including:
Style exploration, Environment designs, enemy designs, weapon designs, UI, menu interface, and the game's opening sequence.


 

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WEAPON & TURRET DESIGNS

We wanted to make sure the turrets looked very man-made in comparison to the organic environment, and have a color pallet that would reflect medical, technology, and cleansing.

The challenge here was to utilize shape language so the player could easily identify turret functions while keeping their style futuristic.

ENVIRONMENT DESIGN

I designed a range of props, decorations, foliage, terrains, and anything that can enrichen the game map.

The challenge here was to make organs and the human body recognizable without it looking too realistic and grossing out the audience.
Since mos
t things are unrecognizable on a micro level, I went with a cell-like shape language and intertwined that with things we find in nature.

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INTRO  &  ANIMATION

I helped create storyboards for the opening sequence - Animated and rendered the final product.

Featuring Professor M-D, who sees that his patient is in critical condition. He turns into a Super-Pill Hero and enters the human body.

Swimming through the blood stream, he makes his way to the heart, and then the player will enter the game.

Responsible for: Character's Rough Animation /Clean Up /Color /FX  

Backgrounds and Sound by others.

Animation concept for pulsing veins scattered throughout the game environment.

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Character Design (Professor M-D)

My line art animation pass before color, background and FX were added.

My mock-up design for how the in-game UI links into the intro.

NPC & ENEMY DESIGN

I was tasked to design germ and virus like enemies that are cute shaped but still angry and evil looking.

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Except for this one. This is a white blood cell that you defend and it fights with you.

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UI & LEVEL MENU DESIGN

An urgent one-day task, I quickly helped to design a functional "road map" with the human body.

I came up with a corrupt design to signify levels that haven't been cleared, and then organs and veins become colorful and purified once you beat the level and kill all the viruses.

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NANO HEROES

EARLY DEVELOPMENT

During the early stages of the game's production, I helped to create different style tests for the overall game look.

Here are some of the early concepts before we settled on the final style.

CONCEPT ART

UNANNOUNCED FARM GAME

UNANNOUNCED FANTASY GAME

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