Ghostbusters: The Video Game
3rd Person Action Adventure
Being a massive Ghostbusters fan my whole life, working on a Ghostbusters video game would have blown my younger self’s mind. I was one of two Concept Artists on the project responsible for designing ghoulish environments for the multiplayer mode adjacent to the story campaign mode. Drawing inspiration from the story mode levels, as well as scenarios from the films.
Working with level designers who were very experienced designing Quake, Wolfenstein, and Doom levels, we collaborated together imagining both form and function in a variety of vertical and horizontal spaces. Understanding enemies that would be hundreds of feet tall, while also battling ghosts that could float high into the air, or speed across the space, it was important to create visuals that helped frame these encounter designs.
"Stuart is an extremely talented concept artist that played a big role in the art department. His artwork is stunning and was key in establishing the tone and visual identity of all our projects.
His unique approach to creating a visual story went beyond just a pretty picture. His contribution did not stop at concept art. He also played a roll in creating Threewave’s website worked on storyboards, UI, and marketing materials. His capabilities are broad and at a professional level. I highly recommend Stuart for any Concept artist role."
Eduardo Gonzalez
WB Art Director Behind Arcane, League of Legends, TMNT Splinter Fate, & More
Skylanders Super Chargers
Vertical Slice
When Activision Blizzard confronted United Front Games, the Game Director and I worked closely together to create the pitch for we would imagine our version of the game would be like. The premise was simple; Hot Wheels play fantasy but with Skylanders. I was already a big fan of Skylanders having collected many of the games and toys to begin with.
After a few days of developing the pitch deck, we landed the funding, and thus tasked with creating the Vertical Slice. Ideating enemies, vehicles, what the levels would be like, as well as the dramatic boss encounters, all in a simple enough way that the target audience of kids would be able to control, but also not feel overwhelmed. The completed Vertical Slice served as the prototype for the full game which was tasked back to an Activision internal development studio.
Layering on a fixed/tracking camera system, the feeling of being able to take your vehicle to any terrain; land, sea and air, while also driving along the edges of surfaces, up mountains and cliffs, and taking huge leaps of air, all the while defeating charismatic, colorful and elemental characters, this became the foundation for understanding one of the biggest IPs at the time.