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

 

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.

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.