WILD THINGS ANIMAL ADVENTURES

(Mobile Match-3 Game)

Art Director | Concept Artist


[Click to view Wild Things Animal Adventures game]


As Art Director, I led a multi disciplined art team through a fast-paced production cycle for this stylized match-3 mobile title. I helped define the game’s visual direction and worked cross-functionally with design and production to maintain quality and consistency under tight deadlines. In addition to managing the team, I contributed hands-on as a key artist—creating 2D assets, texture art, and concept art to support chapter updates, LiveOps content, and marketing initiatives. This is a Match 3 game but also a complete and explorable 3D game environment with characters and narrative.

ART DIRECTION


▼ Here are examples of artwork I oversaw and directed during the game’s development, as well as some of the concept art I created myself.

▲ Official “Wild Things Animal Adventures” Netflix Trailer

▲ Video of narrative cut game scene in game.

▲ "Splash Page" illustration art featured on the title page, I'm responsible for character painting, the background art is from an outsource company's illustrator.

An illustration produced by an external studio, serving both as marketing material and as an early visual direction for the game’s world.

This is artwork I created to establish the stylized visual direction for the game’s structures.

▲ Here’s the same structure shown in both ‘ruined’ and ‘fixed’ forms. The goal was to make the destroyed state instantly readable and the repaired version feel visually rewarding for the player. (This is artwork I created during dev.)

▲ These images show the same hut after being modeled in 3D, with paint-overs by the concept artist illustrating three interchangeable states.

This is another character’s house. The concept art was created both for 3D implementation in-game and to help define the approach to house customization moving forward

▲ The 3D model shows the final 3D version with completed textures.

▲ Houses in game.

An in-game screenshot of the houses in 3D. Balancing visual detail with performance requirements—maintaining low-poly models and optimized texture maps—was an important part of the process.

▲ An in-game screenshot of the Rainforest biome.

▲ Concept art of another animal home in the Rainforest biome. The concept art first shows the design of the home to be made in 3D, then 3 additional color options are designed to 'mix & match' customization. (concept art done by another artist on the team)

▲ This is a screenshot of the final home in game.

▲ An in-game screenshot of the Savannah biome with animal home.

▲ Screenshot of the Savannah biome.

▲ Tree concept dev art for Rainforest biome.

▲ Concept I made of the Parakeet habitat. The Pink stones are unlocked as you play to complete.

Totems created by one of the concept artists, designed to complement one another and represent the animals in the game.

▲ Concept for a customizable circle of ruins with multiple build states, created to reflect player accomplishment and progression within the game. I created the pillar ruins concept and another artist on the team designed the customizable alter.

▲ Commonly used texture art in game. Painted by one of the 3D artists.

▲ 2D Concepts of a customizable cart made by one of the concept artists on the team.

Same concepts of cart made final for game in 3D.

Customizable choices for mail boxes for houses made in 3D.

▲ Prop concepts I made for 3D production.

▲ Final 3D characters in game.

▲ I designed and rendered this baby pterodactyl character for 3D production.

▲ Final 3D character model used in game.

Concept art of a disheveled lion character designed to illustrate the pet-cleaning mechanic. Players can wash and groom their pets at a cleaning station in-game.

Example of character wearables. Players can choose one full outfit for their character. We used a neutral base shirt that could be reskinned to save on modeling and rigging time. Each character has a few head attach-points for accessories like hats, glasses, or other fun additions.

Final character is 3D with wearables.

Concepts of more reskin wearables.

▲ Final 3D of more reskin wearables.

▲ Concepts of more wearables that have reskin options.

Final 2D art I directed to show varying bundle pack amounts. Each pack was designed with a clear visual progression in scale to reflect increasing value and cost.

Final 2D trophy designs created to visually represent escalating levels of achievement.

▲ These are the main game pieces. Created by one of the 2D artists on the team.

Image of game board.

Game board featuring a background I illustrated.

The backgrounds that appear behind the game board were a unique challenge—they needed to function as detailed standalone illustrations while still complementing the board visually. (This game board background illustrated by me.)

▲ Game board background illustrated by one of the concept artists.

I modeled and textured these leaves in Maya. They were used as a flat image element for an animated screen transition.

▲ Logo design for game.

▲ This is a logo designed by one of the concept artists for a mini-game.