Invincible VS
Finding an art style that we could objectively own in the fighting game market. This slide features our "Game in a Frame" style target image

Finding an art style that we could objectively own in the fighting game market. This slide features our "Game in a Frame" style target image

How to push fidelity while remaining true to the comic and animated series was front of mind throughout early development.

How to push fidelity while remaining true to the comic and animated series was front of mind throughout early development.

Another illustration, this time based on Ryan Ottley's work on Invincible. Ryan's style is pure action-packed 1990's Image Comics.

Another illustration, this time based on Ryan Ottley's work on Invincible. Ryan's style is pure action-packed 1990's Image Comics.

An early in-game model/illustration look target for Mark. Still leaning into a hyper-real style as a baseline to continue evolving.

An early in-game model/illustration look target for Mark. Still leaning into a hyper-real style as a baseline to continue evolving.

Concept illustrations referencing and pushing the animated series' look.

Concept illustrations referencing and pushing the animated series' look.

Early exploration led us to doubling down on the animated series' designs, creating brand consistency across media for our fan base.

Early exploration led us to doubling down on the animated series' designs, creating brand consistency across media for our fan base.

While evolving the animated series' look, we still wanted to pull some of the strong, dynamic shape language from the comics.

While evolving the animated series' look, we still wanted to pull some of the strong, dynamic shape language from the comics.

Game in a Frame illustration by Pace Wilder. Invincible model by Roarty Digital. UI by Kain Suwannaphin.

Game in a Frame illustration by Pace Wilder. Invincible model by Roarty Digital. UI by Kain Suwannaphin.

Early visual development and key art pieces I created from Invincible VS during my time at Skybound. These served to help align teams on the Invincible brand, art vision, milestones, and hone in on our art style positioning in the fighting games' market.