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Puzzle Platformer - Unity - 2025

Producer | Art Lead

Overview

With a team of 25 students, Gibba Gibba was made in a short 8 months from start to finish.


Gibba Gibba was an exercise where we targeted the Switch as a target platform and strove to build a game that fit the Nintendo audience and performed well on lower end devices.

I acted mainly as Art Lead/Producer for this project, managing and guiding the art style, tracking the art pipeline, and helping artists learn necessary skills for the project.

Game Trailer

As Producer

I helped the art team stay on point and on track for our deliverables. Since we had animated enemies, I accounted for the sculting, re-topping, rigging, motion capture, and retargeted animation steps in our plan so that we could successfully complete all of the enemies on time.


I also tracked all the art assets that were made for the game, flagging models if they needed to be further optimized while updating its progress in the pipeline on the tracking sheet.

As art lead I mainly worked to fit all the different pieces of work made by the team as a whole into one vision and style. Many of the artists at the beginning of the project had very little experience creating a 3D asset from start to finish, so I established a routine of checking everyone's models and providing feedback on optimization and stylization needs. I created a custom art pipeline for our project allowing us to have more optimized assets and scenes. The breakdonw can be found here: Gibba Gibba Art Pipeline. Lastly I decorated many areas in the world and created 3D models and concept art as needed.

As Art Lead

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