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FREST

Frest is a puzzle platformer set in the fictional world of Nekojima, home of the Cates, magical cat like creatures. Playing as the human Riley who was transported through a portal to the magical world, you must re-unite the lands to save it from their destruction in order to return home. Solve puzzles and platform to prepare yourself for your heroic battles along with your quirky frog companion, Ben.

Team
  • Dart Frog Studios

  • 13 Person Team

Role
  • Art Lead

  • 2D/UI Artist

  • Texture Artist

Riley

Riley was the first "asset" I made for Frest. I made a dummy model for her to experiment with the general style that we wanted for characters, and after getting approval from the team, I made multiple different character design concepts. From these concepts, the team collectively picked what felt compelling, and I started work on the model. The picture on the right shows the first iteration of her model and textures. After creating the first model, I worked together with our team's animator on adjusting her topology to allow for better looking animation, and adjusted her textures to make it feel more cohesive with the world.

old-vs-new_orig.png
Riley Walk.png
Riley Jump.png
lore book.png

UI Art

As the primary 2D artist, I was tasked with creating almost all of the UI art for Frest. The goal was to make each UI piece match up with the general aesthetic created by the 3D art, while still giving the art it's own personality to make sure it stands out against the game itself.

I made the background art for the pause menu and lore codex, and created more than 10 different icons that can be seen in the game. I created two different decals used in game for tutorialization, and also created an animation of Riley running used on the loading screen. Almost all 2D assets seen in Frest were created by me, mostly after Vertical Slice was completed.

Texturing

In the beginning of the project, I helped out texturing props made by the art team, as we had decided on certain artists focusing on making models and others focusing on texturing, so that models would stay more consistent throughout the game. After Vertical Slice, my main texturing work consisted of texturing the rest of the characters made, the main ones being the Three World Lords; The King, The Scholar, and the Knight, shown in that order below.

bones-and-crates_orig.png
the king.PNG
knight concept art.png

Concept Art

For Frest, I created a number of different concept art in order to help the art team. I was first tasked with making concept art for the three level bosses in order to help the designated character modeler create bosses that aligned with our vision. I created the base model for the magical species, the cates, that are found in the world, and the character modeler used that as a base create the designs for the bosses.

I also created concept art for different sections of World 1 and 3, since at that point in production after finishing World 2, the producer saw it necessary for there to be concept art to help the modelers create environments that matched the whiteboxes created by the designers.

Marketing Materials

I was tasked by the producer to create all the marketing material for Frest. I first started off with the main promotional poster, where my goal was to include Riley, Ben, and the three bosses, as they are the primary focus of Frest itself.

I then made a vertical, horizontal, and square banner that could act like ads you would see on a website, and based the square banner on the poster itself, while giving the vertical and horizontal banner their own unique theme.

I also made box art with a custom back, and a custom design for a cd.

frest box art.png

Comic Panels

Halfway through production, when realizing we should have some cutscenes to help the story, I was tasked with making comic panels that would act as cutscenes. I made a long comic with three pages for the opening that showed how Riley ended up in Nekojima, and a shorter comic that showed what happened after the end of the final boss battle.

Leadership

I was designated as the Art Lead after we completed our Proof of Concept, and the first thing I did was start creating the Art Style Guide Document. An almost 30 page document, I went into detail on the specific style inspirations and what specifically I'm pulling from those styles, color themes for levels, the way textures should be done, etc. I provided as much information as possible for all the artists.

As the producer created tasks for the artists in our Clickup, I also provided photo references for different props to guide the artists on a good starting point, and what specifically we were looking for each of the different props. When it came to environments, I worked with the designers and created the concept art, and provided feedback throughout the entire environmental modeling journey to make sure that all assets were consistent with our style, and that they adhered to what the designers needed out of them.

My main duty as Art Lead was daily feedback; we required consistent updates from everyone on the team, so whenever an artist would submit their current progress on a model, texture, animation, etc. I would respond with feedback, both what could be changed and what I believed worked well, to help guide the artists for better practice in future tasks based on previous feedback.

Tools Used
  • Unreal Engine

  • Photoshop

  • Clip Studio Paint

  • Substance 3D

  • Blender

  • Clickup

  • Github

Project Duration
  • Eight Months

  • Sept. 2024 - May 2025

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