I was contacted by Enver Studio to help them deliver a Project they were hired to delivered on Web3. The project was at first a Fighting Game based on a NFT project. The crowdfunding promissed 2 games, one for social porpuses on an isometric camera view, most like Dibalo 2, and a second one as a Fighter.
The team had already invested a few months working on it. But had no experience developing games. I assumed the role of main Designer and Art Lead.
The NFT project covered around a few thousands (9971) combinations for both male and Female, between models, skins, weapons, and accesories. So I decided to build from scratcha base that allowed scalibility and future customization.
The Team
I also want to mention the Art Team that made it happened. They were an amazing team to work with and did all the hard work.
- Conor Tapley – Main Developer
- Rubén Martínez – Main Animator
- Aida Boluda Valdes – 3D Artist
- Robin – 3D Artist
- Alfonso Garcia Monje – 3D Artist
- Eric von Berner – 3D Artist

The Challenge
The team had already worked on some scenes as well as some concept trailer. Firstly I tried to present some art styles to develop the characters and the world in game. The style we went with had a marked outline, some gradients on it and a blue and a red light. WE diverged slighly from the NFT concept because I found it quite bad frankly, it remind me a lot the Manhwa style Korea is demanding on his webtoons. And opted for something a bit more American, like a retro futuristic Cyberpunk comic from the 80s but with a lot more color.

The Task
I did the concept Art for about 200 characters. So the 3D Team could speed up the modeling process. I included anotations for the textures in some cases. Since some of the models were also going to be model by me, at least to start with.

The Game Arenas had to reflect both the idea of a gambling world, underground world, an as said before retro futuristic cyberpunk, but with a more vibrant colrs than the 80s. On this early Concept we explored how the game will finally look.

The weapons and accesories were more than a challange than initially anticipated, since they needed to fit a few animations, and gighting styles, so maximazing the assets was a must. But also understanding the vague original Artwork and improve it being recognozible.

Finally some gameplay of the final game. On it we included not only the many customizable Characters, but also a social world and 4 different arenas, in a WebGL game that had to be light and able to run on any computer, a HUGE task, that we manage to solve briliantly.

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