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Behind the Scenes of "Skyweaver"

Feel free to click through the images and see some notes!

Main focus: Game design

Concept Phases

Examples shown in process are for unused artworks.

Every month, I was in charge of conceptualizing approximately 30-35 card artworks to be sent off to the art team. It was a challenging process, as I was also responsible for defining the narrative of each character based on the lore of Skyweaver. Often, my visions for certain characters/artworks were very specific, including details such as outfit and pose/composition. I would gather as many references as possible and sometimes provide a quick sketch, while still leaving room for artistic freedom for the artists. There were times where I would try to exceed the monthly quota to provide enough of a backlog for the team.

Disclaimer: AI images were generated for the purpose of providing visual context for artists and solely used as an aid.

Game Improvements

Mock ups of redesigning the "nametag" of a Skyweaver player.

While playtesting the game, there were times where I would propose improvements to certain UI aspects, meticulously scrutinizing even the smallest details. I would draw improved mock-ups while endeavoring to uphold the original vision, ensuring that any changes seamlessly integrated with the overall design aesthetic. Additionally, I consistently sought feedback from both teammates and players to refine and perfect each feature to deliver the best possible experience.

For other new features, I would write up documents describing several methods on how said features could be implemented with the least amount of dev work. There would even be some quick mock ups created in order to help others understand.

Dev Blog

We have a blog discussing patch notes as we worked on the game. Take a look!

Feel free to try the game out here!

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