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.

"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."




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.



Aspect
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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


Aspect
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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.



Aspect
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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.

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
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




































































