My primary role on Island Saver was the creation of the many plants, machines, and other props which the player encounters and uses throughout the islands. This involved working closely with the design team to identify the needs of each asset; creating concepts and prototypes for approval by the Art Director; and then liasing with the programming team to create suitable shaders and ensure the meshes could integrate with the systems they were building.
Along with the other artists on the team, I also shared responsibility for creating the islands themselves. Much of the broader strokes of the island environments were handled by others, while my tasks largely revolved around polishing up and decorating the individual rooms and areas.
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All island environments were created in collaboration with Pat McGovern, Ronan Suess, Robert Jeffrey, and Paul Carrick.

PLANTS
Each Bankimal in Island Saver is fed by by it's own unique plants, and it was important that each plant reflected it's associated animal. These plants are available to the player by two methods: either they are grown from a seed, or they exist as "native" plants and must be cleaned up and brought back to life. This presented an extra challenge in designing each plant, exploring how they might grow or revive, and keeping these stages within the budget restrictions.
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BOTS & MACHINES
As they explore the islands, the player builds and finds many Bots & Machines to aid them. Each of these has a specific job it does for the player, and while many are abstract, the designs needed to reflect this. Much of this comes from real-world jobs, if exaggerated, such as the business attire of the Tax Bot and Tax Bank. Other times it comes more from apparent function, such as the dials that serve as the Foreign Exchange Machines eyes.
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Callum Fowlie - Games Artist
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