Transformation Sequence
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Video Games

A sampling of some of the games projects I've been involved in.

Perfect Dark Zero

Going from a small team working on magazines and doing one-off illustrations to being part of a large games-making machine was a bit of a shock. Suddenly there were far more levels of approval to go through and everybody and their Mum had an opinion. Then there was the small problem of translating 2D designs into 3D game assets whilst somehow still keeping a coherent look. Some things worked and some things didn't but it was certainly a learning experience.

It was also a case of 'in at the deep end' with the UI and the game HUD, both designing and implementing it!


Concepts

Girls, gadgets, guns and other goodies. Where on earth do you start?

User Interface

If it was just 'Start' and 'Options' then everything would be OK.
From early concepts without any specs to work to through to some more informed choices and finally the implementation using an internal Flash-like system where you suddenly realise that you can't do as much as you'd hoped. It's all here. Roll up, roll up!

Promo and other stuff

Dummy logos, in-game posters, t-shirts, the dreaded manual and other assorted fun!
Perfect Dark Zero © Rare Ltd/Microsoft Games Studios

JetPac Refuelled

This Xbox Live Arcade re-imagining of (pre-Rare) Ultimate Play The Game's first release from 1984 was a far simpler and quicker project than Perfect Dark. The team was very small and I pretty much had the graphics to myself. I tried to mix bringing stuff up-to-date with some fan service.

JetPac Refuelled © Rare Ltd/Microsoft Games Studios

Xbox 360 Avatar project

Although I did a little bit of work on design of the Avatars I was far more involved in the UI for the menu where you design them and other stuff they've been worked into.

Prototypes and other stories

A bunch of stuff that never went anywhere.
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