I was brought on by Asteri in mid-production to establish a new art direction for this mobile launcher based on a toy property called Gobsmax. The game is currently available on the App Store and Google Play.
I led a team of 5 in-house artists, 3 contractors, and 6 outsourcers. Here is an art dump:

Our first cinematic. Video made in After Effects. Directed by Brian Maricle. Art by William James, Hector Del Busto, Sergio Briseño, Alejandra de la Cruz Chavez, Emilie Vaccarini, Michael Chapman, and Brian Maricle. Placeholder VO by Brian Maricle. Story by Dennis Harper, Natasha Regard, Matt Bryant, Meg Long, and Brian Maricle.
An illustration I made for the loading screen. Photoshop, Il
An illustration I made for the loading screen. Photoshop, Illustrator, and 3ds Max.
Some UI selectors for mini games I made. Illustrator and Pho
Some UI selectors for mini games I made. Illustrator and Photoshop.
Gobsmax art
Some target assets I made. Background buildings. 3ds Max and
Some target assets I made. Background buildings. 3ds Max and Substance.
Screenshot. World 2, level 1. Unity.
Screenshot. World 2, level 1. Unity.
Sonic Wave power FX test.
Sonic Wave power FX test.
Factory panel target art for factory backgrounds.
Factory panel target art for factory backgrounds.
Target art I made in engine for the Robogob Rampage minigame
Target art I made in engine for the Robogob Rampage minigame. Factory levels will look very similar.
Early art direction mock-ups and sketches I made for UI.
Early art direction mock-ups and sketches I made for UI.
Gobsmax art
Gobsmax art

I was very heavily involved with look-dev and production. There was lots of back and forth with my artists. Click on an image below to see the collaborative process I employed to get the final results to unfold:

Gobsmax City, home to the Space Jump team.
Gobsmax City, home to the Space Jump team.
Factory stage in Gobsmax City.
Factory stage in Gobsmax City.
Boss battle with Gobzor.
Boss battle with Gobzor.
Gobsmax art
Gobsmax art
Gobsmax art
Gobzor, by Brian Maricle and Kindal Dewitt. Rendered in Subs
Gobzor, by Brian Maricle and Kindal Dewitt. Rendered in Substance.
Gobzor's final iteration with no nose, ready to be made into
Gobzor's final iteration with no nose, ready to be made into a toy.
Gobsmax art
Star Power characters by Michael Chapman.
Star Power characters by Michael Chapman.
Dino Run environment concept by Hector Del Busto.
Dino Run environment concept by Hector Del Busto.
Some early look dev, tuning, and testing in engine.
Some early look dev, tuning, and testing in engine.
In-game look-dev tests for Gobsmax City. I really wanted to
In-game look-dev tests for Gobsmax City. I really wanted to go this way, but because we were targeting low-end mobile devices, the tech needed for this look, especially post-processing effects such as bloom, was determined to be off the table through performance tests. Sniff.