Sea Stars: World Rescue

Sea Stars: World Rescue is a casual arcade game for iOS and Mobile. It is a sequel to a 2012 endless runner.

I was in charge of art direction, helping the teams in Toronto and Halifax work together to develop an updated, fun, consistent look for the game. I also helped concept the look and feel of characters, enemies, environments, and effects, and helped with implementation of visual effects and UI in Unity.

App Store Trailer showing off gameplay

Concepts for plant and animal biome decorations.
Sea Stars has a meta-game of bringing life back to different biomes around the world through a decoration mechanic. However instead of using furniture items the player decorates using plant and animal life.

Concepts for plant and animal biome decorations.
Sea Stars has a meta-game of bringing life back to different biomes around the world through a decoration mechanic. However instead of using furniture items the player decorates using plant and animal life.

Concepts for gameplay and meta-game environments for the Adriatic biome

Each world of the game is set in a different part of the world affected by pollution that the player must fight off to bring diversity back to the environment.

Concepts for gameplay and meta-game environments for the Adriatic biome

Each world of the game is set in a different part of the world affected by pollution that the player must fight off to bring diversity back to the environment.

Concepts for enemies and obstacles

Since the theme of the game was pollution, all the enemies and obstacles were made out of man-made objects. Here the jellyfish and and wall are made out of plastic debris and an oil drum respectively.

Concepts for enemies and obstacles

Since the theme of the game was pollution, all the enemies and obstacles were made out of man-made objects. Here the jellyfish and and wall are made out of plastic debris and an oil drum respectively.

Concepts for paths

Player progression is signified through a node path on the biome background. Here I explored a number of different looks for nodes and paths.

Concepts for paths

Player progression is signified through a node path on the biome background. Here I explored a number of different looks for nodes and paths.

Final node concept including progression mockup and icon designs.

Final node concept including progression mockup and icon designs.

Villain Concept and breakdown

The villain represented pollution by becoming corrupted by man-made garbage and living on and spreading trash.

Villain Concept and breakdown

The villain represented pollution by becoming corrupted by man-made garbage and living on and spreading trash.

Menu to Gameplay transition mockup

Much of my work involved creating storyboards and mockups for gameplay elements and transitions, often in simple gif form.

Menu to Gameplay transition mockup

Much of my work involved creating storyboards and mockups for gameplay elements and transitions, often in simple gif form.