Invincible Vs.

Disclaimer: This game has not shipped, so all of these images shown are PUBLICLY AVAILBE from previews and official gameplay trailers!

I was the very first environment artist on the Invincible Vs. fighting game project, joining very early in the projects development.

When I started at Skybound, the project style was very much in flux, so the first ~5ish months were dedicated to finding the style and setting up project pipelines.

Along with early project pipelines I was also involved with setting up destruction systems, prototyping early levels, helping set up the scene transition system, building out material systems, setting up project directories, and helping manage outsource and co-dev feedback.

I Worked very closely with concept art, animation, design, VFX, and co-dev partners to help build out the prototype with the explicit goal of having environments that feel alive and dynamic, filled with destruction.

With about 2 levels build in development, we then turned our focus to build Chicago, the first "real" level of the game. I was responsible for a bunch in Chicago - Asset and mini-kit building, all dynamic elements in the scene including the system that moves the background ships and the L trains. I was very involved in the destruction system that we used for the building destruction. I worked closely with engineering and VFX to build out and set up this system. I was also responsible for dynamic, destruction, and scene transition elements of the Himalayas as well.

This was an a super fun project to help set the foundation for, and very much value all the time I got to spend helping bring it all to life!