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Project

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SUPERVIVE

Year

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2021 - 2025

Role

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Art Director

Creative Director

Concept Artist

Illustrator

Overview

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An original hero-based multiplayer PvP game with high ambition. Alongside art direction, I led the development of our IP which became the creative DNA of the product and brand. 

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"An ACTION BATTLE ROYALE with endless playstyles."

Aspect

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CHARACTERS

"Hunters" are the hero characters that make up the core of the experience. Our aim for these player characters was to create a wide variety of appealing power fantasies, giving each character a distinct visual identity that had strong connections to their playstyle, personality, and origins.

"All Hunters are graced with scars of the apocalypse."

Aspect

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IP

A sprawling futuristic fantasy world—broken and bleeding out. Defiant, adrenaline-fueled, playful, yet grim. Scavengers explore a hostile expanse of skyborne ruins, grasping at a future.

"While its surviving inhabitants are recovering, the planet itself remains in the throes of death."

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Aspect

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WORLD

A melted mosaic of utopian ruins, recently rent terrain, and slapdash new-world construction. Majestic shadows of once great places.

One major aspect of the level design is the "abyss" — gaps of open sky between islands. This inspired the apocalyptic nature of the world from the early stages of development.

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ITEMS

The game has multiple equipment systems which required dozens of 2D art assets. The HUD was designed to support these immersive and tangible object illustrations, which also show up as "cards" in the meta-layer.

Art & Creative Direction: Josh Smith — Concept: Josh Smith, Ellinoora Laine, Armel Munyaneza — Illustration: Dave Guertin — Narrative: Justin Groot

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UI

Delving into UI design was a welcome challenge. It became an arcade-y and illustrative thing, aiming to build a proper hierarchy complementary of the fast-paced gameplay while leaning heavily on colorful chunky icons, which convey distinct personality.

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BRAND

My first real foray into marketing creative direction and brand development, and it was a blast. In a lot of ways this work helped to crystallize the core creative identity of the game itself.

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Aspect

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KEY ART

Creating notable key art visuals for marketing can be immensely challenging, but also very rewarding. These pieces all focus on the characters, aiming to capture the essence and energy of the game and the unique brand identity. 

"AN ADRENALINE-FUELED PURE RUSH"

Credits

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The amazing team at Theorycraft games in its entirety, whose highly collaborative, supportive, and critical nature helped push myself and the project to its limits.

SUPERVIVE Art Department (as of v1.0):

Ellinoora Laine – Associate Art Director

Dylan Jones – Technical Art Director

Jesse Davis – Animation Director

Matt Taylor – Character Art Lead

Renaud Galand – Character Art Lead

Dave Guertin – Principal Concept Artist

Rodrigo Lissoni – Environment Art Lead

Pete Nichols – VFX Lead

Jeremy Griffith – VFX Art & Game Design

MacKay Clark – Visual Design Lead

Justin Groot – Narrative Lead

Kévin Le Moigne – Concept Artist

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Those who contributed along the way:

 

Wade Winebrenner – Visual Design
Jungah Lee  – Concept Art

Guillaume Delbarre – Concept Art

​A special thanks to all of our contractors and others not listed here.​

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Partner studios whose work is featured on this page:

Envar Entertainment
Koto

Summoner

The Line

Barracrewda

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