Art Direction • User Experience • User Interface • Video Director
Textures • Marketing Texts • Testing
DESKTOP VERSION 1.0
IPAD RELEASE TEASER
IPAD GAMEPLAY
DESKTOP VERSION 2.0
PROJECT OVERVIEW
Mankind is threatened All major cities and countries were destroyed by a bloodthirsty. powerful alien. All nations must put aside their differences in a last effort for survival. 8 state-of-the-art hatches are built in key territories of the planet, equipped with the most destructive technologies ever developed. 8 types of cannons under only one command. in a desperate attempt at retaliation. What lies ahead is the most fantastic and deadly war the world has ever seen. invaders. A fast paced action game with fantastic graphics and surprising artificial intelligence.
MY ROLE IN THE PROJECT
As Insane’s Art Director, it was my responsibility to create and/or manage every step of the creation of all concept art, 3D models, textures, etc. In addition to creating the entire experience and interface of the project.
BRIEFING
Earth Under Siege is based on an idea of tower defense mixed with action game, using the gestures of the iPad system and later, the use of keyboard in Desktop versions. Each tower type has different gesture mechanics (press, drag, point, etc). The game is multi-touch, so the user can use multiple fingers at the same time.
Each tower could receive upgrades and two possible modifications, with different functions and mechanics, based on the distribution of points, achieved during the game.
TARGET AUDIENCE
The project’s target audience are gamers who use iPad and enjoy fast-action and survival games, of all ages.
MORE IMAGES
EARTH UNDER SIEGE TEAM
Creation: Will Lennon / Diego Beltran / Flávio Massami / Felipe Beneton / Lucas Etchenique / Gabriel Penteado
Art Direction and Coordinator: Will Lennon
Design Assistant: Flávio Massami
Sounds & Music: Kaue Lemos Level Designer: Gabriel Poza
IT team: Felipe Beneton / Carlos Lustosa / Igor Pereira / Lucca Fortino / Gabriel Penteado
BUBBLE UP
Art Direction • User Experience • User Interface • Video Director
Textures • Marketing Texts • Testing
MOBILE VERSION
FACEBOOK VERSION GAMEPLAY
PROJECT OVERVIEW
An addictive and fun game. With Bubble Up you are going to meet JANE , a cute little girl that tries to get to new heights in her dreams. To help her, you must make her jump on soap bubbles that appear in the air. Pay close attention to the bubbles with costumes in it! These costumes give Jane small powers.
MY ROLE IN THE PROJECT
As Insane’s Art Director, it was my responsibility to create and/or manage every step of the creation of all concept art, textures, etc. In addition to creating the entire experience and interface of the project.
Jane, our main hero was designed by me and became like our “Mario Bros” for several years.
BRIEFING
Bubble Up was a casual game like the famous Mega Jump. The idea of the game is to use the main character, Jane, to jump on soap bubbles in a dreamlike, dreamlike environment. The user can buy costumes for the character, which grants extra powers that can be triggered at any time, helping to have better results and performance. In-game coins can be purchased through the game’s interface or earned by playing. We also had a Halloween version, with special themes and costumes. We had a Mobile version and also a Facebook version, for desktops.
TARGET AUDIENCE
The target audience were people of all ages who liked casual and fast games and who liked to compete with their friends who could get the highest record.
MORE IMAGES
BUBBLE UP TEAM
Creation: Will Lennon / Diego Beltran / Flávio Massami / Felipe Beneton
Art Direction and Coordinator: Will Lennon
Design Assistant: Flávio Massami
Sounds & Music: Kaue Lemos
IT team: Felipe Beneton / Carlos Lustosa / Igor Pereira / Lucca Fortino / Gabriel Penteado
MONICA BUNNY BASHINGS
Art Direction • User Experience • User Interface • Video Director
Textures • Marketing Texts • Testing
MOBILE VERSION
GAMEPLAY
PROJECT OVERVIEW
Jimmy Five and Smudge are always trying to take Monica’s plush rabbit Samson! This time they actually did it! But Monica found out soon enough! She just won’t let them go without learning the lesson!
Play as Monica as you go after the boys in this Great Adventure! They will hide in crazy places but you have some tricky manoeuvres to hit them with Samson!
MY ROLE IN THE PROJECT
As Insane’s Art Director, it was my responsibility to create and/or manage every step of the creation of all concept art, textures, etc. In addition to creating the entire experience and interface of the project.
BRIEFING
Monica’s Gang is the most famous group of children’s characters in Brazil, something like Mickey and Donald Duck in the United States. Insane collaborated with Estudios Mauricio de Souza, which allowed us to create this puzzle game, using physics mechanics so that the user can reach the boys and also get the 3 stars. We relied on original art to create the game’s backgrounds, animations, sounds, music, and mood. The game was available for IOS and Android and it was necessary to buy to play.
TARGET AUDIENCE
The target audience were people of all ages who liked casual and fast games and who liked to compete with their friends who could get the highest record.
MORE IMAGES
MONICA BUNNY BASHINGS TEAM
Creation: Will Lennon / Diego Beltran / Flávio Massami / Felipe Beneton
Art Direction and Coordinator: Will Lennon
Design Assistant: Flávio Massami
Sounds & Music: Kaue Lemos
IT team: Felipe Beneton / Carlos Lustosa / Igor Pereira / Lucca Fortino / Gabriel Penteado
PLASMATRON
Art Direction • User Experience • User Interface • Video Director
Textures • Marketing Texts • Testing
MOBILE VERSION
PROJECT OVERVIEW
In Plasmatron, you control a little worm in a neon digital evil universe. Your mission is to survive as long as you can, and use the accelerometers of your device to avoid being hit by any of the evil objects that are coming for you while you play. Tilt your movements through an amazing digital universe where for every good action you make for survival, an evil force will try to make you stop.
MY ROLE IN THE PROJECT
As Insane’s Art Director, it was my responsibility to create and/or manage every step of the creation of all concept art, textures, etc. In addition to creating the entire experience and interface of the project.
BRIEFING
Based on 80’s art, specifically from the movie “Tron” and Star Wars light sabers, we created an angular old school game with a purposeful vintage flavor. We used the iPhone’s accelerometer and tilt controls to create an arena where you have to search for cubes and avoid enemies. Free to play with in-app purchases.
TARGET AUDIENCE
The target audience were people of all ages who liked casual and fast games and who liked to compete with their friends who could get the highest record.
MORE IMAGES
PLASMATRON TEAM
Creation: Will Lennon / Diego Beltran / Flávio Massami / Felipe Beneton
Art Direction and Coordinator: Will Lennon
Design Assistant: Flávio Massami
Sounds & Music: Kaue Lemos
IT team: Felipe Beneton / Carlos Lustosa
MORE GAMES
Art Direction • User Experience • User Interface • Video Director
Textures • Marketing Texts • Testing
NEYMAR GAME
LUÍS FABIANO GAME
FREAK BUDDY
WINK-8 BIT
JUNINHO PERNAMBUCANO GAME
SMUDGE RUNNER
THANKS FOR WATCHING
If you like my work and wants to chat a little, take a look
on my CV here and call me. I will love to talk to you!




