Game Production

Creating workflows and assets for video games has been an exciting part of my job in the past. Quite often, pipelines must be built for high-volume deliveries and extremely quick turnarounds. Below are some examples of a system that I built and assets that I designed.
ROLES
Senior Design Manager
COMPANIES
Skybound Entertainment
PROJECT TYPES
Video Game Production, Game Asset Creation
Project Overview
While developing Invincible VS, an upcoming fighting video game, the Quarter Up team found that they were in dire need of basic UI assets. Badges, rewards, profile card backgrounds, profile frames and concept art would need to be created within the span of a couple months for the closed alpha launch. With over 500 assets that needed to be created, reviewed, and approved, this would be no small feat. The Creative Director and I put our heads together to come up with a workflow that met those needs.

Workflow & Design
Since this was an inherently collaborative project, we built everything in Figma. This way, stakeholders would be able to give us feedback directly through the platform and see everything that we were seeing in real time. Each character would need the same set of assets tailored specifically to them, so we created Figma pages for each one. We also developed a color-coded legend so that everyone could see what stage of the production process each asset was in, as well as a Reward Tracker Page for a macro view of how many assets had been approved. I personally designed all of the assets for Atom Eve, Bulletproof, Monster Girl, Battle Beast, Anissa, Ella Mental, Lucan, Titan, and Thula.


Results
Thanks to our system and our lightning-fast design work, over 500 assets were delivered on-time and added to the Invincible VS UI. The closed alpha of the game is well underway, with the official launch date of the game set for April 30th, 2026.
Game
Production


Project Overview
While developing Invincible VS, an upcoming fighting video game, the Quarter Up team found that they were in dire need of basic UI assets. Badges, rewards, profile card backgrounds, profile frames and concept art would need to be created within the span of a couple months for the closed alpha launch. With over 500 assets that needed to be created, reviewed, and approved, this would be no small feat. The Creative Director and I put our heads together to come up with a workflow that met those needs.

Creating workflows and assets for video games has been an exciting part of my job in the past. Quite often, pipelines must be built for high-volume deliveries and extremely quick turnarounds. Below are some examples of a system that I built and assets that I designed.
ROLES
Senior Design Manager
COMPANIES
Skybound Entertainment
PROJECT TYPES
Video Game Production, Game Asset Creation




Workflow & Design
Since this was an inherently collaborative project, we built everything in Figma. This way, stakeholders would be able to give us feedback directly through the platform and see everything that we were seeing in real time. Each character would need the same set of assets tailored specifically to them, so we created Figma pages for each one. We also developed a color-coded legend so that everyone could see what stage of the production process each asset was in, as well as a Reward Tracker Page for a macro view of how many assets had been approved. I personally designed all of the assets for Atom Eve, Bulletproof, Monster Girl, Battle Beast, Anissa, Ella Mental, Lucan, Titan, and Thula.
Results
Thanks to our system and our lightning-fast design work, over 500 assets were delivered on-time and added to the Invincible VS UI. The closed alpha of the game is well underway, with the official launch date of the game set for April 30th, 2026.






