RPG DICE: Heroes of Whitesone - Concept and Production Art

"RPG Dice: Heroes of Whitestone" is a board game styled fantasy-themed RPG mobile game I have had the pleasure of contributing concept and in-game artwork to throughout its development.

A spear-wielding character who sprouted from the ground - I had a lot of fun with this one.

A spear-wielding character who sprouted from the ground - I had a lot of fun with this one.

Initial exploration of "wild" creatures; the idea as-briefed was that Nature was taking humanoid forms to wreak havoc on the the various fantasy races of the game.

Initial exploration of "wild" creatures; the idea as-briefed was that Nature was taking humanoid forms to wreak havoc on the the various fantasy races of the game.

More pre-production exploration of "wild" characters.

More pre-production exploration of "wild" characters.

A "wild" boss character and a scrappy battle-craving orc woman; both were a lot of fun to design.

A "wild" boss character and a scrappy battle-craving orc woman; both were a lot of fun to design.

A rat mage and a minotaur barbarian; in-house we jokingly called the barbarian a MANotaur, as the Art Director guided me towards creating a more human-like face.

A rat mage and a minotaur barbarian; in-house we jokingly called the barbarian a MANotaur, as the Art Director guided me towards creating a more human-like face.

I had a lot of fun with this environment concept; this was the first time I used a modeling program (3DS Max) to roughly block out a scene before I began painting.

I had a lot of fun with this environment concept; this was the first time I used a modeling program (3DS Max) to roughly block out a scene before I began painting.

A concept for the game's "hero arena" environment - here players battle increasingly harder enemies to earn currency for unlocking new characters.

A concept for the game's "hero arena" environment - here players battle increasingly harder enemies to earn currency for unlocking new characters.

I was also responsible for creating a substantial amount of skill icons for many of the game's characters; making each character's skills seem unique while still adhering to a common visual language was a fun challenge.

I was also responsible for creating a substantial amount of skill icons for many of the game's characters; making each character's skills seem unique while still adhering to a common visual language was a fun challenge.

The game's home screen needed artwork for its large game-mode selection buttons, so I painted these up.

The game's home screen needed artwork for its large game-mode selection buttons, so I painted these up.

The game's storefront needed a large amount of artwork to represent the different currencies and item bundles available for players to purchase.

The game's storefront needed a large amount of artwork to represent the different currencies and item bundles available for players to purchase.

For these and the gems I experimented with modeling out individual coin/gem objects and running a physics simulation in Blender to speed up the creation of believable piles of currency; I then used the render as a base for the painting.

For these and the gems I experimented with modeling out individual coin/gem objects and running a physics simulation in Blender to speed up the creation of believable piles of currency; I then used the render as a base for the painting.

More storefront bundles - these represented packs of various in-game consumable items players could purchase.

More storefront bundles - these represented packs of various in-game consumable items players could purchase.