PvZ: Oozevoir

Role: Art director.
The "Oozevoir" is level I was in charge of for Plants Vs.Zombies: Battle for Neighborville.
One thing I really enjoy, especially on multiplayer maps, is finding ways to tell stories through the world, without the help of cinematics or non-playable characters who can provide context to the setting or events unfolding.
Another recurrent challenge is to make levels look visually interesting without hindering Gameplay and Layout. If a map looks really good but plays terribly, Art failed to do its job properly...
This is especially true for a game like Plants Vs. Zombies BfN, where all the characters have different scales, jump heights & weapon effects.
The exciting part is to find creative ways to turn stacks of boring grey cubes into visually pleasing environments.
Map design, scope, performance, locations, all these considerations have a direct effect on the way we approach map creation and design the art.

"O.O.Z.E syringe" launchers aimed at Neighborville...Another totally unreliable invention of Dr. Zomboss.

"O.O.Z.E syringe" launchers aimed at Neighborville...Another totally unreliable invention of Dr. Zomboss.

Soooo much O.O.Z.E. that it's bursting out of the pipes!

Soooo much O.O.Z.E. that it's bursting out of the pipes!

The O.O.Z.E. Mixer

The O.O.Z.E. Mixer

Here's a quick top down paintover I did initially to help the team align on various areas and overall visual direction for the map.

Here's a quick top down paintover I did initially to help the team align on various areas and overall visual direction for the map.

Initial paintover I did to establish visual look and gameplay elements. Painted using a combination hand drawn elements, pre-existing props & character.

Initial paintover I did to establish visual look and gameplay elements. Painted using a combination hand drawn elements, pre-existing props & character.