top of page

DOGGONE HUNGRY

DOGGONE HUNGRY is published on Steam!

Our team, Code Worms, have worked on this game for about six months.

My primary role was an environment and concept artist on the team, in addition to maintaining the game's social media presence.

Programs: Maya, Photoshop, UV Layout, Unreal Engine

  • Facebook
  • Twitter
  • Instagram
DH_Awards.png

WHAT IS DOGGONE HUNGRY?

DOGGONE HUNGRY is a casual PC game for all ages.

You play as DOG, a lovable but large Labrador Retriever whose only goal is to relax with his favorite toy, Quackerjack. Unfortunately, Quackerjack is always being stolen. Save him by eating food, getting larger, and become an unstoppable force!

sit_orig.png
bark_orig.png

OUR HOLY ART BIBLES

Our art bibles are as chonky as Dog, so links are provided for your viewing pleasure.

CONCEPTS AND RESEARCH

This was the first time I worked with other artists on a project, so we made sure to create a thorough art bible to establish a clear creative vision between us.

It is inevitable that we would evolve beyond the initial mood boards, concepts, and colors during development, however, doing this process was important to reveal to us misinterpretations or visual grey areas we didn't think about, so we were able to have that conversation early on.

DOG CONCEPTS

COLOR PALETTES

ENVIRONMENTS AND TEXTURES

After we had the bare minimum of furniture we needed in rooms, we moved onto making set dressing to bring rooms some personality.

We created a spreadsheet to list clutter we should make for each room. This made sure we weren't repeating what the other was doing and made it easy to divide for organizing sprints.

PORTRAITS AND MEMORIES

I illustrated the reward polaroids for the adorable in-game activity events.

Many of our story telling opportunities came within the environment. Family portraits and photos became a fun way to reveal the type of loving family that lived there.

STRUCTURAL ASSETS

I made a selection of seamless wall textures we could make variations of in-engine, in addition to the modular structural assets of walls, doors, windows, etc.

LEVEL 2

We jumped at the opportunity to do a beach level, because we wanted Dog to have an open space to explore!

It was bigger in scale, but thanks to our work in level 1, we became confident in how we worked with each other, so we were able to have most of the level done by week 5. From that sprint on we focused on polish, set dressing, and other cherries on top.

5.png

LEVEL 2 CONCEPTS

Crabs_Sign2.png
Crabs_Sign3.png
Crabs_Sign1.png
Crabs_Sign4.png

CRABS, CRABS, CRABS

The ones that control the island are the ones that scuttle in the shadows. 

Crab decals hidden throughout the level and within the caves have players know that the crabs see all.

61945449_10212151635904913_7513564514302820352_n.jpg

Little family photo I made of our team and our awesome professor that oversaw DH's development, Professor Guichard

bottom of page