Got the 'Ok' now, so hey! I'm a Principal Concept Artist on #FallGuys at @Mediatonic and I'd like to show some of the work I've done on the game. 💛💜💙 #GameDev
Before we'd solidified colour/pattern rules for the game, I started off concepting whole levels and large parts of them to work on the general look. We also explored the idea of a night mode.
Here they both are whole đź’ś
From there I went on to focus on individual set pieces within the game. Conveyor belts, smashy walls, wrecking balls, tiles, doors and spinny floors...
Wrecking Hoppers
Sadly I never got the dribbly blobs into the game, but you can thank me for all the monster faces on the Door Dash doors and the rainbow archways. đź’ś
A visual language gradually formed and we agreed on a colour/pattern system for objects that move, objects you bounce off, check points etc, so that the player would recognise how to interact with part of the game. So later on, concepts for Fall Guys became more about specifics.
Here's some tiles from Hex-a-Gone and TipToe
The world the Fall Guys arena sits in also took some thought
Before I conclude, I thought I'd add a couple of costumes I designed that I'm fond of, but costumes are another conversation.
I joined some time after @danhoangart had already established a lot of the look of the game. You can check out his development process here:  https://twitter.com/danhoangart/status/1296917830244405254?s=19

There really is a lot of art, but that's all from me for now!
Oh also, I drew that fruit you're all arguing about. Sorry.
You can follow @Ash_Kerins.
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