Kung Fu Factory
Forged in Fire was a crafting RPG based on the hit TV show, and I was hired as art director on a project that was unlike anything I'd worked on before. It was built entirely on top of an existing game that was very, very different from what this needed to become — and we had just three months and a razor-thin budget to make it happen.
I was responsible for everything: art direction, UI/UX, wireframing, and every piece of art in the game except the characters (though I directed those too). Working with A&E was an experience — surprisingly, they didn't have much in the way of market data and didn't deeply understand their audience. So I had to do significant research to figure out who we were building for and how to appeal to them.
The project was spread across multiple studios, and we dealt with everything from budget constraints to communication challenges with non-English-speaking developers. It was an extremely fun challenge — exactly up my alley. I couldn't have asked for a more enjoyable project to work on.
Most of the art was rendered in V-Ray and 3ds Max. I would assemble models, piece together scenes, and paint over everything in Photoshop to create detailed set pieces. I got to do literally everything, and I was grateful for every bit of it.
The only thing I'd ask for if I could do this project again? More time and more budget. I truly did the best I could with what I had.
•Crafting RPG based on the Forged in Fire TV franchise
•Built on top of an existing game, completely reskinned and redesigned
•Three-month timeline with minimal budget
•Art Director, UI/UX Director
•Wireframing and all visual design
•Created every piece of art in the game (except character models)
•Directed character art across external studios
•Conducted audience research A&E couldn't provide
•Rendered environments and set pieces in V-Ray / 3ds Max with Photoshop paint-overs
•Coordinated across multiple studios and navigated language barriers
•Delivered a complete visual overhaul in three months on a minimal budget
Quest completion screens, advanced upgrade choices, and complex multi-component recipes.
Quest completion and reward screen.
Advanced upgrade interface with choices.
Complex recipe with multiple components.
Character stats, equipment overview, and forge mechanics with timing-based gameplay.
Character stats and equipment overview.
Forge interface with timing mechanics.
Material selection for crafting.
Workshop customization options.
Achievement tracking, currency management, and equipment upgrade interfaces.
Achievement tracking and rewards.
Currency management with multiple resources.
Equipment upgrade interface with preview.
Detailed recipe view with crafting steps.
Visual feedback systems for crafting, progression skill trees, and shop interfaces.
Crafting interface with clear visual feedback.
Progression system with skill trees.
Shop interface for purchasing materials.
Quest system guiding player progression.
Core crafting stations and recipe interfaces for the forge workshop.
Recipe interface showing crafting requirements.
Character equipment and upgrade systems.
Resource management and inventory organization.