Clock Out!!
Fight bosses (literally) as an unpaid intern in Clock Out!!, an arcade-style fighting game. Wreck chaos, climb the corporate ladder, and fight the system!
Square up against unique bosses from different departments, from catty coworkers to slothful supervisors. Upgrade your resume and improve your skills as you climb up. Liquidate the bosses and company as you take down the higher-ups one by one!
Development Info
Role: Lead 2D Artist
Company: MassDigi
Software: Photoshop, Unity, Plastic SCM
Duration: May 2021 - August 2021
Team Size: 7
Game Info
Genre: Fighting
Platform: Android and iOS
Project Status: Released August 2021
Controls: Tapping
Links
My Contribution - Concept Art
Determined art style that would be easily replicable and juicy
Designed characters to fit within a corporate aesthetic
Assisted with UI design
As the lead artist on Clock Out!!, I concepted characters, enemies, props, and additional UI. One of the biggest tasks was to determine an art style that would work in a fighting game, fit the idea of an unpaid intern fighting bosses, simple for artists to learn, and have potential for juiciness. Ultimately, the art team decided on the "corporate art style" - fitting into present-day art trends, and giving the opportunity for characters to have lots of personality. We referenced Going Under, Animal Crossing, Aggretsuko, and art from big tech companies for our art direction.
Initial Style Exploration
My Contribution - Illustration
Created sprites for characters and props, ensuring that they would all be readable in a fighting game
Prepared sprites for animation
Created illustrations for promotional purposes
What I Learned
Don’t commit to your ideas too hard too soon. Before we began working on the “unpaid intern fighting game,” we were initially working on a “crow idle game.” We hadn’t even figured out whether or not the crow game was going to be fun, but we still started making assets and playable demos anyways. Switching gears completely was a great mental challenge for us!
Set clear goals and measures for success. Only by having goals, measures, and a plan can you actually tell whether or not you succeeded. This also helped me avoid burnout while working since I had an endgoal to work towards.
Artist integration into Unity. Though the artists on the team were integrated into Plastic SCM, I think that I could have worked more in Unity to help lighten the load on the programmers.