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Star Wars: Rivals: Project

STAR WARS: RIVALS

Role: Senior Art Director | Lucasfilm | 2016

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Star Wars: Rivals was a PVP cover based action shooter designed for your mobile device. Rivals was in geo-beta across several internal markets but unfortunately was never released world wide.

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GUIDANCE AND DIRECTION

I initially aided the team in the capacity as its studio art director, but over the course of development, took a more active role in its road to final. From managing our franchise relationship with our partners at Lucasfilm, to managing discipline art leads, I strive for quality across areas of concept, 3D asset creation, animation, UI, and VFX.

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KEY ART DIRECTION

One unique challenge arose as the team was nearing its first regional geo-beta. The key art was being developed externally with a vendor that was having difficulty aligning with the product's art style. To compound the issue, I identified that the aspect ratio the artist was authoring at would result in a significant amount of negative space on wide format devices. I partnered with our marketing department to bring this task internal. Not only was our concept team able to take on the challenge of course correcting this piece, but we got the task done in under two weeks and just before the game was pushed live!

ENVIRONMENT DIRECTION

Here is an example of one of the amazing environments created for Rivals. The iconic Bespin Carbonite chamber. 

The first pass on this environment was looking pretty good, but working with the Lead 3D Artist and the Lead VFX artist we were able to elevate this location to pass what I call the "drive by test". More than a few teammates were convinced they were watching a clip from the movie.

FEATURE ART DIRECTION

One of the UI elements of Rivals is to highlight or "Feature" one iconic character from the Star Wars universe each week as a collectable hero.

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I worked with one of the Senior Concept artists to ensure consistency in fidelity and art style across each hero illustration. The end result is something I still find impressive to view as a collection of illustrations. Below is an example of the feature art utilized in the UI home screen.

ANIMATION IMPROVEMENTS

Below are a couple examples of improved animation for the Rivals project. 

The above clip shows the Rivals node based pathing which results in a segmented, angular run path as the player navigates though the environment.

In contrast, this clip shows a bezier based pathing which results in a significantly more natural performance.

Here is another way of visualizing the pathing from a top-down perspective. The old, node based pathing vs. the benefits of the new, bezier based pathing.

This clip shows a standard Before (left) vs. After (right) for a combat "shoot" animation. In working with the team's technical rigger and lead animator, issues were identified and efforts were made to correct anatomical joint location and improve animation quality.

FINAL GAMEPLAY

Here is a gameplay clip of Rivals on the planet Scarif, and showing off a few characters and their various combat abilities. 

The quality of art is really pushing the boundaries of what can be done in a high performing synchronous PVP mobile experience. I am incredibly proud of all the work accomplished by this dedicated and driven team.

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