My responsibility as Production Designer for the project "Brawlhalla, was to develop a diverse cast of unique characters that can function on one universal rig (represented in blue above). In addition, I was also tasked with developing and designing unique skins for said characters as well as environment layouts and weapon designs. Every character design was chosen from sixteen to twenty iterations of a theme, all of which were created by the illustrator. These designs, once approved by the executive producer and the CTO of Blue Mammoth, move into production where they are built into the game by the lead artist.

The work atmosphere of Blue Mammoth Games is extremely fast paced, leaving little development time for character design and layout. This meant that every design decision by the illustrator had to be carefully measured within the concept phase, to ensure the functionality of all designs within the game.