Techtonica - Icons
Resource Icons - I managed our outsourcing partners in the creation of many of these assets. The rest I created myself from scratch. I also hand-edited every single one to achieve visual consistency, ideal optimization, and a cohesive material appearance.

Resource Icons - I managed our outsourcing partners in the creation of many of these assets. The rest I created myself from scratch. I also hand-edited every single one to achieve visual consistency, ideal optimization, and a cohesive material appearance.

Machine Icons - most of these assets were concepted in-house and then built by our OS partners. I created the Smelter assets as one of our early visual targets for machines. The goal was to maintain a clear silhouette read per machine at small scales.

Machine Icons - most of these assets were concepted in-house and then built by our OS partners. I created the Smelter assets as one of our early visual targets for machines. The goal was to maintain a clear silhouette read per machine at small scales.

Tool Icons - The various character upgrades and equipment that the Groundbreaker uses in Techtonica. I helped concept the hover pack and various iterations of the pickaxe. The replacement tool and toolbox icons I illustrated from scratch.

Tool Icons - The various character upgrades and equipment that the Groundbreaker uses in Techtonica. I helped concept the hover pack and various iterations of the pickaxe. The replacement tool and toolbox icons I illustrated from scratch.

Achievement Icons for Steam - I hand-drew each of these and designed the badge.

Achievement Icons for Steam - I hand-drew each of these and designed the badge.

Dialog Portraits and logo for ANEXCAL - Believe it or not these are the main NPCs in Techtonica. Each character has a dialogue portait that shows in the UI when they are speaking as well as an item icon for the inventory.

Dialog Portraits and logo for ANEXCAL - Believe it or not these are the main NPCs in Techtonica. Each character has a dialogue portait that shows in the UI when they are speaking as well as an item icon for the inventory.

I was responsible for leading the development of the 300+ resource and machine icons in Techtonica. The assets were positioned and captured with a proprietary tool in Unity then adjusted and processed in Photoshop to make sure that each one had a unique read and silhouette. Consistency was also important as they would all exist within the same UI elements.
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I was also responsible for managing our outsource partners in the creation of most of the resource meshes that are seen when transferring items along conveyor belts. I provided concepts, feedback, and final conditioning for all of the outsourced assets, and created about a quarter of them myself from scratch. Optimzation and unique looks were both critical for these assets, as there could be hundreds of them being rendered at any given time.
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I worked closely with our designers to create icons for all 42 achievements and designed the logo for the international space program undertaken by the characters in the game.