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Best, Conrad
Feast Or Famine
‘Feast or Famine was a hit game for a hot moment in 2014. At the time, I figured out how to make everything 2D, but was not yet a CG artist. FOF is the inspiration for ‘Stick & Stone - Demo coming soon:)

‘Trepid the game is still in development. One mechanic in particular is going to help solidify the direction of the game. Narrative is coming together, and happy with how the cg is looking like the concept and story pages.
Early Anim Cycles
The ‘Potion Shop Asset Pack is our first Unreal Product. This is an important step toward developing using Unreal Engine. I have been chipping away at a narrative game and this location plays a role.

Portal Block Tris
When the integration of animation and engineering elevates game design. In this demo, an entire game can be built from the information provided.
This game was inspired by the blocks used in the board game - Portal Block - Yes, we make board games too:)
Design & Dev from over the years -

Design For Input
This Demo ‘Story Time’ is an exploration in building intuitive touch tap and swipe controls. This is an experience with no wrong answers. The sandbox adapts and completes a story assembled by the player.

Design With Empathy
Friendly and empathetic design with an inclusive theme. This particular esthetic was developed to illustrate a diverse group of children on their way to school. This shape language also provides the flexibility to illustrate ideas like letters or directions.
Design For YouTube
These shorts are 2d YouTube adaptation, of a 3d TV adaptation, of the 2d AAA Feature Film SPIRIT. During my time at DreamWorks, I was tasked with finding new ways to portray franchise characters. These 2d short stories were designed to re-imagine the cg characters of ‘Spirit Riding Free’, in ‘How We Met - fun memories of how the girls met their horses. These stories provide empowering introspective lessons for a diverse cast.
With Color & Light!
With Story, Location & Character
The Netflix series ‘Dew Drops’ - DWA used these set pieces to pitch and sell the show. Each location is developed to reflect the personality of the residing character. The ‘ShoeBox illustration is a common method for describing an interior space.