Deathsprint 66 was well into development when I came on the project, but struggled with a clear art direction. I came in and helped sort that for a few months, focusing on grounding the game's aesthetics and character design in a more heavy metal and analog sci-fi cityscape.
I was only on the project for a few months but a good amount of my art direction stayed put after I left :)
I personally concepted a few of the character designs for when we were going for a less mature theme for a time. Ultimately we pivoted away from these designs to something more simple and grounded, but they are still fun to see!
Aside from a few concepts, all other imagery/videos here are the work of the talented art teams at Sumo Newcastle and Atomhawk, whom I had the pleasure to work with!