For [Redacted], I had the chance to lead character development, collaborating closely with my peers on NPCs, enemy units, and boss characters. With a top-down camera and a cel-shaded aesthetic, the focus was on strong silhouettes and visual gameplay clarity from a distance. With the top-down camera and cel-shaded aesthetic, we selectively used normal maps and high-res sculpts—focusing only on assets where the added detail and depth made a meaningful impact relative to their on-screen pixel space. We also reauthored select assets from The Callisto Protocol to accelerate development while creating new content tailored to [Redacted]’s unique gameplay and tone.
The project had a fast-paced production cycle for some of us—just a little over a year from start to finish—and was incredibly rewarding to work on. I’ve already sunk an ungodly number of hours into it on the Steam Deck! 🎮🎮🎮
As always, building characters is a highly collaborative effort. Huge thanks to the concept artists, tech artists, material artist, animators, VFX, engineers, and directors who helped bring it all together. Special shout-out to Amanda Stewart who created the Post-Processing Material to drive home that cell shaded aesthetic. 🙌
if you’re a fan of top-down roguelikes, it’s definitely a must-play! 🙌🎮