DS WORK

My DS work involved working with tiny texture and polycounts.  Despite this I was able to create assets true to the concept and highly readable on a small DS screen.
I really liked the art style of this game and was very proud of how it turned out.  Like many games in production there were not enough hours in the day and when I think back to this project I think of how despite this, the team would go the extra mile (without complaining) working outside the box of their job descriptions spending a lot of time testing the game to help find any potential bugs.  
 

                                                       Thrillville Off the Rails for the DS










Personal work


Low poly for DS test