Oddsparks:
An Automation Adventure
Did a lot of concept art and a few 3D tests for the early versions of the game. I’ve selected my favorite ones :>
Creatures
These were my absolute favorites to do because I got to explore a lot.
Character Design and research
This was the trickiest because the publishers really wanted to make sure that people would relate to the playable characters, so we did a lot if research and iterations on them.
At first we were thinking of having a main character and follow their story. Some kind of demon prince that was really into building stuff.
Then as we went on in development we wanted to make the game multiplayer. So we stepped away from the protagonist and really leaned into quirky little characters that players could personalize.
I did a lot of costume explorations.
This was the character we almost landed on. I did a few 3D tests.
and some modular customisation research (expressions shown here)
Hair, ears and horns variations. At the time we were taking inspiration from Baroque hairstyles.
Back customization variations
Oddsparks and environment
Studio: Massive Miniteam GmbH
Team size: 20~ (total at the time), 5-6 (art team)
Timeline: 7 months
Scope: defining game art style
Game: PC/console
I worked on the project during the pre-production (where I also did a little of interim art lead between art directors). This was the second big game I would work on and I collaborated very closely with the art, narrative and dev team to come up with a strong starting visual direction.
The characters had many many iterations, here I mostly posted my favorites and the latest ones that look closer to the game currently. But there are so many silly drawings in the archives.
I led the team a little (in a delegation, decision making and motivation sort of way) and encouraged the artists during the concept phase to embrace the goofiness of it all. I’m really proud of them, with how the game turned out and I’m happy to have contributed.
You can check out Oddsparks: An Automation Adventure on Steam.

