01 — MOBILE SCI-FI · CONCEPT ART · 2020
Starquest
A mobile sci-fi top-down shooter built on high-contrast ship silhouettes, saturated VFX, and nebula-scale deep space environments.
Mobile top-down sci-fi shooter developed at Cosmic Game. Engineered high-contrast ship silhouettes, modular hull customizers, and vibrant bullet-hell VFX calibrated for instant readability on mobile viewports.
ROLE
Lead Concept Artist
YEAR & STATUT
2020 · Production Concept Art
GAME STUDIO
Cosmic Game
PLATFORM
Mobile (iOS & Android)
02 — CORE DIRECTIVE
“How do you engineer an expansive sci-fi universe of capital ships, alien hazards, and modular systems so that every asset reads instantly on a palm-sized mobile screen?”
Silhouette-First Morphology
High-contrast vessel profiles and hazard outlines calibrated to register in half a second under mobile ambient light.
Hazard Density Escalation
Communicating campaign difficulty tiers through debris fields and atmospheric hostility without reskinning core assets.
Interchangeable Hull Architecture
Unifying industrial frames with xenotech elements so players can swap modular weapon upgrades seamlessly.
03 — PIPELINE
Software & Tools
Photoshop / Digital Painting
Ship Silhouettes · World-Building Sheets · VFX Trajectory Passes · Cinematic Matte Art
ZBrush / 3D Ideation
Hard-Surface Vessel Chassis · Alien Creature Morphology · Dynamic Perspective Blockouts
04 — VESSEL DESIGN & HANGAR SYSTEMS
Capital Ships & Modular Hulls
Capital destroyer vessels, mobile hangar customizer UI, orbital satellites, and modular hulls engineered for weapon upgrades.
05 — ARSENAL & COMBAT GEAR
Pilot Gear, Weaponry & Ground Units
Precision military equipment: pressure flight helmets, heavy kinetic sidearms, defense turrets, and autonomous combat units.
06 — PROJECTILE VFX & WEAPON TELEMETRY
Saturated Ballistics & Energy Bursts
Bullet-hell projectile silhouettes: distinct color frequencies, plasma arcs, dark matter bursts, and heat telegraphs.
07 — WORLD-BUILDING & HAZARD ESCALATION
Planetary Warzone Escalation
Campaign chapter progression, perimeter boundaries, surface encampments, and debris fields defining hostile planetary warzones.
08 — PRODUCTION OUTCOME & READABILITY
Built for the Palm, Scaled for Production
Mobile top-down gameplay demands visual hierarchy that survives extreme miniaturization. Over 40 production sheets delivered instant silhouette recognition and modular asset scalability.
Sub-Second Silhouette Read
Every vessel profile, hazard outline, and bullet trail evaluated in solid black before color passes to guarantee half-second recognition.
40+ Asset Delivery Suite
Delivered production sheets across capital hulls, modular sockets, bullet-hell VFX, and planetary encampments.
Tiered Warzone Progression
Standardized sockets and escalating debris density allowed level designers to ramp difficulty without duplicating art production costs.
DESIGN REFLECTION
“Designing for small screens forces absolute honesty: you cannot hide weak shape language behind dense textures. If a silhouette fails in half a second, the art fails gameplay.”